Huge Elemental (Angel), Chaotic Evil
Armor Class 18 Natural
Hit Points 137 (15d10 + 125)
Speed 40 ft.
STR
14 (+2)
DEX
10 (+0)
CON
15 (+2)
INT
12 (+1)
WIS
17 (+3)
CHA
9 (-1)
Saving Throws WIS +6, CHA +2
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60ft, Truesight 30ft, Passive Perception 13
Languages The Corrupted Oblivion Knows the languages that it's host knew. If a creature only knew Common, that is the only language it knows. If a creature knows all languages, then the Corrupted Oblivion knows all languages, etc.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Amorphous: This Creature can breathe air and water.

Outlander: This creature does not need to eat or drink.

Revival: This creature has Tendrils that have their own hit points, explained in the Corrupted Tendril attack. This creature is able to absorb the hit points of the tendrils to bring himself back. If the tendrils are removed during combat, the creature does not revive. The creature can only use this once every three day. Once the creature has revived once, he can no longer revive and falls dead even if the Oblivion still has tendrils upon his second death.

Actions

Corrupted Tendril: This creature begins with four tendrils. Melee Weapon Attack: +5 to hit. 6(2d4+2) necrotic damage. Reach 10ft, One Target. Upon a successful strike, the damaged creature must make a Constitution saving throw of 15 or suffer 4(1d8) poison damage. Each tendril has hit points equal 1/4 of the creatures max hit points, which remains separate of the Oblivion's own health. When the tendril is cut off or removed, much like a hydra with it's heads, the tendrils will grow 2 in place of the one unless the Oblivion takes fire damage and cauterizes the tendril. When cauterized, the Tendril retracts back into the creature and fires a Corrupted Spike from its chest immediately. Once All tendrils are removed and cauterized, the Oblivion gains access to one single use of a breath weapon each time his tendrils are completely removed. On a 1d6 dice roll, after the Oblivion has lost every spike, he gains access to one more spike.

Corrupted Spike: A creature in front of the Oblivion must make a Dexterity saving throw of 14. A success negates all damage. Upon a failed saving throw, the affected creature takes 4(2d4) necrotic damage. One Target.

Corrupted Breath: Upon losing all tendrils, the Oblivion gains one use of this breath weapon each time all tendrils are destroyed. Range 10ft wide and 40ft line. A creature must make a Dexterity Saving throw of 14. Upon a success, the creature takes half damage. On a fail, the creature takes full damage of 8(2d8) Necrotic Damage and 8(2d8)poison Damage.

Claw Strike: +5 to Hit. Reach 10ft, one target. 8(2d6+2) necrotic damage.

Reactions

Claw Strike: As a reaction, this creature can use one claw strike against one creature.

Description

Deriving from a necromantic nature, the Corrupted Oblivion is a Necrotic Elemental. It moves it's way through shadows nearly undetected and will slowly begin to corrupt it's prey. Upon entering a beings body unnoticed, the creature begins it's rooting process. Slowly, signs of a creatures corruption can be noticed, but only by others. To the affected, the Corrupted Oblivion controls part of their actions before fully taking over the body as it's host. Once the Corrupted Oblivion gains control of the host body, the body is forever dead and allows the Corrupted Oblivion to grow to it's full potential. The host body expands to a Huge Humanoid form. Tall and Lanky, shadows extend to create a thin Bodily structure. The hands extend to an unbelievable length, almost like claws. While a solid form seems to stand within the figure, shrouds of purple and blue weave, caress, and expand across the body.

Habitat: Underdark

Muscle_Hamster

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