Otherworldly Corrupter

The Book of Many Things p. 47

Tamaño
Mediano
Tipo
aberration
Alineamiento
typically chaotic evil
CA
19 (natural armor)
Puntos de golpe
217 (29d8+87)
Velocidad
walk 40 ft., climb 40 ft.
Salvaciones
Dex +12, Int +12
Habilidades
Stealth +18, Perception +10
Resistencias
psychic
Inmunidad a estados
charmed, frightened
Sentidos
blindsight 30 ft.
Percepción pasiva
20
Idiomas
Common, telepathy 120 ft., Thieves' cant
Desafío
17
Linaje
Rogue
FUE
12
+1
DES
22
+6
CON
16
+3
INT
22
+6
SAB
18
+4
CAR
20
+5

Rasgos

Proficiency Bonus

+6

Alien Mind

Magic and other features can't determine the corrupter's creature type. If a creature tries to read the corrupter's thoughts, that creature must succeed on a DC 20 Intelligence saving throw or have the stunned condition for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Resistance (3/Day)

If the corrupter fails a saving throw, it can choose to succeed instead.

recharge

3/DAY

Spider Climb

The corrupter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Acciones

Multiattack

The corrupter makes three Whispering Blade attacks and can use Debilitating Touch.

Whispering Blade

Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 14 (4d6) psychic damage. If the target is a creature, it must succeed on a DC 20 Wisdom saving throw or be unable to speak until the start of the corrupter's next turn.

Debilitating Touch

The corrupter's squirming tentacle lashes out at a creature the corrupter can see within 30 feet of itself. The target must succeed on a DC 20 Constitution saving throw or have the paralyzed condition until the end of its next turn, after which the target is immune to this Debilitating Touch for 24 hours.

Change Shape (Bonus Action)

The corrupter magically transforms into any creature that is Small or Medium, while retaining its game statistics (other than its size). This transformation ends if the corrupter is reduced to 0 hit points or uses a bonus action to end it.

Reacciones

Uncanny Dodge

When an attacker the corrupter can see hits the corrupter with an attack, the corrupter halves the attack's damage against it.

Acciones legendarias

Legendary Actions (3/Turn)

The Otherworldly Corrupter can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Otherworldly Corrupter regains spent legendary actions at the start of its turn.

recharge

3/TURN

Cunning

The corrupter escapes nonmagical restraints and ends the grappled and restrained conditions on itself, then moves up to its speed without provoking opportunity attacks.

Stab (Costs 2 Actions)

The corrupter makes one Whispering Blade attack.

Amorphous Escape (Costs 3 Actions)

The corrupter dissolves into a shifting mass of flesh, tentacles, eyes, claws, and mouths. Up to two creatures the corrupter can see within 20 feet of itself must make a DC 20 Intelligence saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. This transformation lasts until the end of the corrupter's next turn. While transformed, the corrupter has advantage on attack rolls, attack rolls made against it have disadvantage, and it can move through spaces at least 1 inch wide without squeezing.

The Rogue's Lair Categoría: lair

This villain resides in a place of power and safety, whether that's a hidden thieves' guildhall or a lavish manse. The lair is filled with clever defenses to disorient, weaken, and kill intruders. The villain's challenge rating increases while the villain is in this lair:

Otherworldly Corrupter: Challenge 18 (20,000 XP)

Lair Actions Categoría: lair

On initiative count 20 (losing initiative ties) while in its lair, the villain can take one of the following lair actions; the villain can't take the same lair action two rounds in a row:

  • Distraction: A shrill sound fi1ls the lair. Creatures that can hear it must succeed on a DC 15 Constitution saving throw or lose concentration.
  • Snares: Hidden snares target up to three creatures the villain can see in the lair. Each creature must succeed on a DC 15 Strength saving throw or have the grappled condition (escape DC 15) and the restrained condition until it escapes or the snare holding it is destroyed. Each snare has AC 11, 10 hit points, and immunity to poison and psychic damage.
  • Traps: Traps target up to two creatures the villain can see in the lair. Each target must succeed on a DC 15 Dexterity saving throw or be struck by a trap. The villain rolls a number of d6s equal to its proficiency bonus, and struck targets take damage equal to the total. The damage is bludgeoning, piercing, slashing, fire, or poison, chosen by the villain when the villain uses this action.

Regional Effects Categoría: lair

The region containing a villain's lair is warped by their presence, creating one or more of the following effects:

  • Corruption Abounds: While within 3 miles of the lair, creatures that aren't members of the villain's organization have disadvantage on ability checks that rely on the Insight, Perception, and Persuasion skills.
  • Potent Toxins: When members of the villain's organization deal poison damage while within 3 miles of the lair, they ignore the target's resistance to poison damage. If the villain dies, these effects fade over the course of 1d10 days.

Otros datos

description

A challenge for tier 3 play (levels 11 to 16), the otherworldly corrupter is a horrific Aberration that infects or impersonates a host.