Corrupted Monk (5e Creature)

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Corrupted Monk[edit]

Large humanoid, lawful evil


Armor Class 16 (natural armor)
Hit Points 270 (36d10 + 72)
Speed 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 14 (+2) 17 (+3) 18 (+4) 18 (+4)

Saving Throws Str +12, Cha +10
Skills History +9, Perception +10
Proficiency Bonus +6
Damage Resistances force, necrotic, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, frightened, poisoned, paralyzed
Senses darkvision 60 ft., passive Perception 20
Languages Abyssal, Common, Primordial
Challenge 17 (18,000 XP)


Legendary Resistance (3/Day). If the monk fails a saving throw, it can choose to succeed instead.

Broken Peace. When the monk is subjected to an effect that would cause it to become charmed or frightened, it gains advantage on the next saving throw it makes within 1 minute.

ACTIONS

Multiattack. The monk makes three glaive attacks. In place of two attacks, the monk may use Worms.

Glaive. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) slashing damage. Twice per turn, the monk can cause one of the following additional effects (choose one or roll a d6):

1-2: Leaping Slam. The attack deals an additional 16 (3d10) slashing damage.
3-4: Upward Slice. The target must succeed on a DC 20 Strength or Dexterity (monk's choice) saving throw or be knocked prone.
5-6: Calculated Sweep. Each creature within 10 feet of the monk must succeed on a DC 20 Dexterity saving throw or take slashing damage equal to the slashing damage the glaive attack dealt.

Worms (3/Day). The monk vomits worms at a creature it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw. On a failed save, a creature takes 33 (6d10) necrotic damage and is paralyzed until the end of its next turn. On a successful save, a creature takes half as much damage and isn't paralyzed.

Shadow Doubles (Recharge 6). The monk casts mirror image. Wisdom is its spellcasting ability. It then makes one melee weapon attack.

REACTIONS

Parry. The monk adds 6 to its AC against one melee attack that would hit it. To do so, the monk must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS

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

Move. The monk moves up to its speed without provoking opportunity attacks.
Attack (Costs 2 Actions). The monk makes one weapon attack.
Shadow Doubles (Costs 3 Actions). The monk recharges and uses its Shadow Doubles.

This monk was corrupted by evil magics and can be found guarding the main gates of a temple on the Astral Plane.

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