Grasping Tendrils. The carrion can have up to one tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the carrion, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Spider Climb. The carrion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Namesake. If the carrion eats a dead body it gains 2d4 maximum hit points and regains that much if damaged.
Multiattack. The carrion makes two attacks with its tendrils, uses Reel, and makes one attack with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 4) piercing damage.
Tendril. Melee Weapon Attack: +7 to hit, reach 30 ft., one creature. Hit: The target is grappled (escape DC 12). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.
Reel. The carrion pulls each creature grappled by it up to 10 feet straight toward it.
Cyclopean Body. If a creature makes an attack that hits, the carrion may attempt a dexterity roll with a DC of the hit roll + 5. If successful it takes full damage but moves 20 ft. away.
Description
This writhing mess of red tubes, maws, and a singular eye is a carrion. It's objective is very simple, consume and expand as much as possible. If you meet this abomination your only hope is to stand and fight, if you run you die.
Previous Versions
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10/21/2021 7:20:41 PM
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10
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2
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1 B
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Coming Soon
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