Medium Humanoid
Armor Class 13 Worn plate
Hit Points 20 (1d20 + 5)
Speed 15 ft., Swim 5 ft., Climb 2 ft.
STR
6 (-2)
DEX
6 (-2)
CON
13 (+1)
INT
4 (-3)
WIS
10 (+0)
CHA
9 (-1)
Skills Survival +7
Damage Immunities Cold, Fire
Condition Immunities Charmed, Exhaustion
Senses Blindsight, Darkvision, Passive Perception 2
Languages Common, Common Sign Language, Goblin
Challenge 1 (200 XP)
Proficiency Bonus +2
Actions

Spread. The corrupted human rolls Con to see if it can over power the next host.

Bonus Actions

Hide. It hides

human power. The human has chance to overcome the corruption (roll 1d20 17+ is a success)

Legendary Actions

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 Actions

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

A human or whatever is left of it. Blue blobs everywhere with orange spots bleeding green.

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.

Tpho_0081

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