Corrupted Monk (5e Creature)
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Large humanoid, lawful evil
Armor Class 16 (natural armor)
Saving Throws Str +12, Cha +10
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.
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.
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.
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.
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.
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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