Smell. This beast can smell really good, and if you fail at a 15 WIS saving throw, it goes on a frenzy.
Attacking frenzy. The carnip can choose to go on a frenzy, which gives it an advantage on strength and dexterity saving throws.
Claw Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 17(1d20+ 2) [piercing ] damage.
The Carnip can shape shift into a medium humanoid.
Bite off head. If the Carnip, is angry, and an unfortunate soul fails to make a 5 dexterity saving throw, the Carnip will bite off their head.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Carnip embodies Treachery, and is blind. It resembles a hunched over humanoid with no eyes, two slits for noses, bulbs on its back, and razor sharp claws and teeth.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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