Corrupted Hover.
Cursed Globule leaves trails of necrotic fog. Any creature that starts its turn within 5 ft must succeed on a DC 13 Con save or take 4 (1d8) necrotic damage.
Shadow Duplicate (Recharge 5–6).
When attacked, Cursed Globule creates a flickering illusion of itself. The next attack against it has disadvantage.
Arcane Instability.
When Cursed Globule is reduced below half HP, roll a d6 at the start of each of its turns:
1–2 | Emits a psychic scream (see action)
3–4 | Releases necrotic sparks (1d6 necrotic to all within 10 ft)
5–6 | Teleports 30 ft and becomes invisible until the end of its next turn
Corrupted Bond.
If its master is nearby, Cursed Globule becomes hostile toward him specifically, gaining +2 to attack rolls targeting him.
Multiattack.
Cursed Globule makes two attacks: Arcane Lash or Doom Bolt.
Arcane Lash.
Melee Spell Attack: +7 to hit, reach 5 ft.
Hit: 10 (2d6 + 3) force damage + 4 (1d8) necrotic.
Doom Bolt (Ranged Spell Attack).
+7 to hit, range 60 ft
Hit: 14 (3d6 + 3) necrotic damage.
If the target fails a DC 14 Wis save, they are frightened until the end of their next turn.
Psychic Screech (Recharge 4–6).
All creatures within 20 ft must succeed on a DC 14 Wis save or take 13 (3d8) psychic damage and be stunned until the end of their next turn.
Shadow Surge (1/day).
Cursed Globule becomes a streak of shadow and passes through up to 3 creatures of its choice.
Each must succeed on a DC 14 Dex save or take 18 (4d8) necrotic damage and have disadvantage on their next attack roll.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Rift Blink.
When hit by an attack it can see, Cursed Globule teleports 20 ft to an unoccupied space.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.
Description
The once-bright floating orb now flickers with sickly green light, cracked like shattered glass suspended in midair. Dark tendrils of necrotic mist leak from the fractures, curling around it like ghostly fingers. The cheerful runes that once danced across its surface are now jagged, broken symbols that pulse with malicious intent.
Its movement is jerky and unnatural, lurching erratically like a glitching hologram. Where Globule once hummed with warm magic, this version emits a low, discordant whine—like a crystal resonating with something deeply wrong.
When it turns to look at you, a single glowing “eye” forms in its cracked shell, warped and filled with anger, as if remembering every accident, mistake, and snarky remark it made… and blaming you for all of it.
Instead of glittering sparkles, cursed Globule leaves behind wisps of shadow, and when it speaks, the telepathic voice echoes like it’s coming from underwater—distorted and full of pain.
This isn’t just a corrupted construct.
It’s Globule’s resentment made manifest
Cursed Globule Roleplaying Notes
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Speaks in warped, glitchy telepathy:
“y̷o̵u̸ ̴l̸e̶f̷t̸ ̴m̸e̵ ̷i̵n̵ ̶t̴h̷e̴ ̸d̸a̷r̵k̶…” -
Fixates on “betrayal,” even if it’s imaginary
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Attacks illusions or reflections as if they’re threats
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Still recognizes its master, but twisted:
“… ̶y̸o̸u̴ ̸d̵i̵d̶ ̶t̷h̷i̶s̶ ̶t̴o̵ ̷m̶e̶…” -
If defeated non-lethally, the party can purify him
The party can restore Globule by:
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Taking him to its master
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Casting remove curse
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Or giving him “something shiny and emotionally significant”
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Or letting his curuptor himself “order him to behave”
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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