Huge swarm of Small monstrosities, Lawful Evil
Armor Class 22 Natural
Hit Points 240 (12d12)
Speed 40 ft., fly 40 ft.
STR
25 (+7)
DEX
19 (+4)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
11 (+0)
Saving Throws STR +15, CON +13
Damage Vulnerabilities Lightning
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Thunder
Condition Immunities Blinded, Deafened, Frightened
Senses Truesight 20ft, Passive Perception 30
Languages --
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Carnage Sense: (alert feat) The Carnage symbiote is able to bypass Spider-Man's Spider-Sense, and can also suppress its presence to evade Venom's ability to detect its offspring and strike at him without triggering alarm. It also works as Carnage's own form of spider sense preventing him from being surprised. Carnage gets a +5 to initiative. 

Quickened Healing: You can spend one attack action, to regain (2d8+4) hit points.
Quickened Healing: 1 Action

Wall-Crawling: Like its forbearer, Kasady's alien costume also replicates Spider-Man’s ability to cling to walls by controlling the flux of inter-atomic attraction between molecular boundary layers. (Spider-Climb)

Actions

 Carnage makes 4 attacks, 2 with tendrils and 2 with web, bite, claw, or created weapons. Or 4 attacks, 2 with tendrils and 1 Mind Bomb and 1 Web.

Tendril. Melee Weapon Attack: +13 to hit, reach 50 ft., one target. Hit:  (1D10 + 7) and is grappled (escape DC 18). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and Carnage can't use the same tendril on another target.

Reel. Carnage pulls each creature grappled by it up to 25 feet straight toward it. 

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Weapon Creation:  Melee Weapon Attack: +13 to hit, reach 30 ft., one target. Hit: (?d? + 7) versatile damage. Damage die depends on what he forms.

Web. Ranged Weapon Attack: +13 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 25; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Mind Bomb. Carnage instills his most sadistic thoughts into one target. Target makes a DC14 WIS save. On a failed save, target takes 16 (3D8+7) or half as much on a successful save. On a failed save target also is under the effect of Dominate Person. Can only use this ability while above 1/4 biomass.

Bonus Actions

 

Disguise Self: Carnage can mimic anything perfectly and be undetectable by the naked eye.

Create Weapon. By forming its shape with precision, Carnage can manifest weapons from its body like swords, spikes, bludgeons, knives, claws, axes, maces, lances, even cages. Can create one weapon per bonus action. 

Spine Latte: Lesser Carnage willingly give themselves to Dark Carnage. He rips out their spines and drinks their spinal fluid regaining a 1/4 of their remaining HP or 20 HP whichever is greater. (Only starts using this at 1/2 biomass.)

Reactions

Shield: Shields himself with hardened biomass adding 4AC until the beginning of his next turn. This ability only works as long as he above 3/4 biomass

 Tendril Parry: Carnage infected Man-Wolf uses a tendril to parry one attack the he can see coming, increasing his AC by 2. Absolute Carnage doesn't gain this ability until his shield has expired. 

Nimble Symbiote: You can use your reaction when you fall to stretch and form a type of parachute giving the effect of feather fall on self and takes no falling damage.

Legendary Actions

Has 3 legendary actions. Can use 1 in between each of his turns. Used legendary actions are restored at the beginning of his turn.

Maggot Bomb: Carnage opens his jaw wide revealing a mouth full of squirming red maggots that spill out into his open hand before flicking it at a target to infect it with the Carnage symbiote. Range or touch: +13 to hit, on hit target must make DC10 CON save or become Carnage.

 Aerial Pincushion. Carnage explodes creating long sharp tendrils in every direction from the center of a 50ft sphere. Any caught in the sphere must make a DC17 DEX save. On a failed save, target takes 39(7D10+7) piercing damage or half as much on a successful save.

Dark Pit. Carnage seems to melt into a dark puddle. In a 30ft radius, sharp tendrils shoot directly up reaching 20ft. Any caught must make a DC17 DEX save. On a failed save, target takes 49 (9D10+7) piercing. 

Mythic Actions

At half biomass, Absolute Carnage calls on 6 lesser Carnage or The Doppleganger (Miles Morales) and the infected civilians for reinforcement. Absolute Carnage can eat there spines to receive half of remaining hp or 20hp, whichever is higher. 

Boss speech at 1/4 hp: "You can't kill me. Cletus Kasady is dead. Long live Cletus f@$*ing Kasady. Piloting my new Carnage machine into every gaping hole in this mannequin filled city. Kill enough and I awake god. Then this world falls under a waterfall of blood and enters a new universe of dark. And hoo-boy, I will be there. Sucking the last sweet shivering breaths out of its rotting, maggot-filled, bloated corpse. Dancing all silly and spine-broken to the universe's death rattle. I am the gore emporer of a thousand dead stars. I am a new colossus of bleeding red megadeath. I am the red right hand of the king in black. I am the end of the world as you f@#$%ng know it... And I feel like a drink."
At this point he desperately tries to eat any spine he can to restore health. 

Description

Absolute Carnage was designed to be ran as the bbeg for a short marvel adventure inspired by the Absolute Carnage comic. 

Carnage is designed to work around his biomass size (hp) to influence the flow battle. 

His "biomass" determines how much biomass he has in order to use certain abilities. When to low Carnage becomes more and more desperate and aggressive.

Absolute Carnage can only be defeated by lightning or a symbiote created weapon as the final blow.

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.

Monster Tags: Shapechangermonstrosity

XGEORG13X

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