Sun Rot. Once the creature has left its cave, after two turns the creature will lose 5 AC, and the next turn will take 5 Dmg. The effects of the sun will continue to deteriorate it the longer it's outside in the sun
Action Melee Attack. Melee Unarmed Attack: +3 to hit, reach 2 ft., 1 target. Hit: 3 (3d6 + 1) slashing damage.
Lunge. Ranged Lunge: +2 to hit, reach 5-10 ft., 1 target. Hit:2 (1d12 +2) Slashing damage. If hit, Monster grapples opponent.
Description
These strange corrupted individuals are mangled and putrid, barely retaining enough characteristics to even pinpoint a specific race. Their nails have grown long and sharp while their teeth rotten and jagged. There is no chance for this beast to be restored.
Lair and Lair Actions
These strange and corrupted creatures inhabit a few of the caverns that were created through unknown means.
Regional Effects
Once close enough to the Monsters lair, a strange effect will wash over the party (Can not be detectable)
- Hallucinations pertaining to an event that the beasts went through before becoming corrupted
- The beasts will retreat to their lair and hide, waiting for the party to enter so that they can ambush
If the Humanoids die, these effects fade immediately
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