Regeneration. The fiend regains 10 hit points at the start of its turn. If the fiend takes acid damage, this trait doesn't function at the start of the fiend's next turn. The fiend dies only if it starts its turn with 0 hit points and doesn't regenerate. Wounds dealt to the carapace do not heal until 5 minutes after they are dealt.
Leap. As a bonus action, the fiend can use all of its movement speed to leap up to 30 ft. in distance and up to 15 ft. in height. It cannot use this trait if it is holding one or more person in its arms.
Multiattack. The fiend makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Grab. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit. The target must make a DC 16 Strength or Dexterity check. On a failure, the target is Restrained. The fiend can move while carrying a creature without taking a penalty to its speed.
Description
Among the weaker of the demons, Carapace Fiends are most notable for their very tough carapace and long, prehensile, boneless arms. They are surprisingly strong and stealthy, but vulnerable to magical control. Their lack of mental capacity and fortitude means that they are quite popular for mages to summon. Most commonly, they are used for relatively discreet kidnapping or assassination.
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