Large Monstrosity, Neutral Evil
Armor Class 16 (natural armor)
Hit Points 158 (13d10 + 28)
Speed 65 ft., Climb 30 ft., Swim 30 ft.
STR
15 (+2)
DEX
17 (+3)
CON
11 (+0)
INT
20 (+5)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws WIS +8
Condition Immunities Frightened
Senses Darkvision 60 ft., Tremorsense 10 ft., Passive Perception 18
Languages Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Dangerously Fast(5/Day). The Carnatus' agility grants it the ability to flinch quickly enough to negate a majority of the damage taken, reducing damage to 5.

Monster Instinct. The Carnatus can sense any type of creature in a 1-mile radius. They do not, however, know the number or location of creatures.

Cunning Intelligence. The Carnatus has an uncanny ability to strategize and take intelligence from the people it tastes, making it twice as dangerous.

Actions

Multiattack. The Carnatus can make two attacks during its turn.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5) piercing damage, and must make a Wisdom saving throw of 11. If you succeed you take 1d4+6 damage. If you fail, you are paralyzed and take 1d8+6 damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 5) slashing damage.

Sudden Reach(Recharge 2-4). The Carnatus rears back and dashes forward, targeting one person in particular within a range of 20 feet. Anyone targeted by this must make a Dexterity saving throw of 18 or take 4d8+8 piercing damage.

Description

The Carnatus is a clever beast that hunts alone. It preys on villages where it can hunt during the darkness and sneak around, taking out people silently. It can use it's mind-controlling venoms to control certain people.

Lair and Lair Actions

The lair of a Carnatus is usually a cave, lined neatly with bodies among bodies of people it had tricked, all of them impaled in the chest with a stake of some sort, usually manmade.

Habitat: CoastalForestGrasslandHillMountainSwampUnderdark

Jochurbik

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