Corpsecraft.
As a bonus action, the Fleshwright can animate up to 1d4 skeletons or zombies from corpses within 30 ft. These creatures act immediately and obey its commands until destroyed or dismissed.
Flesh Warp (Recharge 5–6).
The Fleshwright targets one creature within 30 ft. that can see it. The target must succeed on a DC 18 Constitution saving throw or be restrained as its flesh twists painfully until the start of its next turn.
Spellcasting (Innate, Charisma-based, DC 20, +9 to hit).
The Fleshwright can innately cast the following spells, without material components:
At will: mage hand (invisible), minor illusion, thaumaturgy
Multiattack.
The Fleshwright makes three attacks: two claws and one bite.
Claws.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage & 2d6 necrotic damage.
Bite.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) piercing damage plus 5 (3d10) poison damage.
Command Minion.
One animated skeleton or zombie under the Fleshwright’s control can make one attack.
Flesh Warp (Costs 2 Actions)
Uses its Flesh Warp ability.
Cast Spell (Costs 2 Actions).
Casts one spell from its innate list.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
- The fleshwright creates a wave of poisonous, necrotic fumes spreads in a 30-ft cone and Each creature in the area must succeed on a DC 18 Constitution saving throw or take 14 (5d6) poison damage and be poisoned until the start of its next turn.
- Jagged spikes of bone erupt from the ground in a 10-ft square within 60 ft. Each creature in the area must succeed on a DC 18 Dexterity saving throw or take 18 (4d8) piercing damage and fall prone.
The monster can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.
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