Dark Devotion. Carnage has advantage on saving throws against being charmed or frightened.
Favored by the Gods (Recharges after a Short or Long Rest). When Carnage fails a saving throw or misses with an attack roll, she can roll 2d4 and add it to the total, possibly changing the outcome.
Legendary Resistance (3/Day). If Carnage fails a saving throw, she can choose to succeed instead.
Special Equipment. Carnage wears a pair of bracers of defense, a ring of alter self (functions as a mask of alter self), and she wields a dagger of Hecate.
Spellsense. While holding the Dagger of Hecate, Carnage knows if a creature she can see within 30 feet of her is capable of casting spells, and what the highest level spell it can cast is. In addition, Carnage has advantage on Intelligence (Arcana) checks made to identify spells.
Multiattack. Carnage makes three Dagger of Hecate attacks. Carnage can replace two attacks with a use of Charm or Spellcasting.
Dagger of Hecate. Melee or Ranged Spell Attack: +12 to hit, reach 5 ft. or range 120 ft., one target. Hit: 28 (4d10 + 6) necrotic or psychic damage.
Spellcasting. Carnage casts one of the following spells using Charisma as the spellcasting ability (spell save DC 20):
At will: alter self, mage hand, minor illusion, prestidigitation, spare the dying, thaumaturgy
3/day each: blindness/deafness, detect magic, fireball, mage armor, magic missile, Nystul's magic aura
1/day each: Abi-Dalzim's horrid wilting, cone of cold, finger of death, teleport
Charm. One humanoid Carnage can see within 30 feet of her must succeed on a DC 20 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Carnage's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
Flight of the Damned (Recharge 5–6). Carnage conjures a torrent of flying, spectral entities that fill a 120-foot cone and pass through all creatures in that area before dissipating. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, the creature takes 45 (10d8) necrotic damage and is frightened of Carnage for 1 minute. On a successful save, the creature takes half as much damage and isn’t frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Word of Death (1/Day). Carnage points at a creature she can see within 60 feet of herself and magically commands it to die. The target must make a DC 20 Constitution saving throw, taking 100 necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, the target dies.
Empowered Spell (6/Day). When Carnage rolls damage, she can reroll up to 6 damage dice. She must use the new rolls.
Heightened Spell (3/Day). When Carnage forces a creature to make a saving throw to resist the effects, Carnage gives one target disadvantage on its first saving throw against the spell.
The Dagger Hungers. The dagger of Hecate has 9 charges. Carnage can expend a charge to give herself advantage on her next attack roll. The dagger of Hecate regains 1d6 + 3.
Unearthly Recovery (Recharges after a Long Rest). When Carnage has fewer than 75 hit points, she regains 75 hit points.
Hellish Rebuke (3/Day). When a creature hits Carnage with an attack, Carnage surrounds the creature with retributive fire. The target must make a DC 20 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one.
Negate Spell (3/Day). Carnage tries to interrupt a spell she sees a creature casting within 60 feet of him. If the spell is 4th level or lower, the spell fails and has no effect. If the spell is 5th level or higher, Carnage makes a Charisma check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect.
Carnage can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Carnage regains spent legendary actions at the start of her turn.
Attack. Carnage makes a Dagger of Hecate attack.
Teleport. Carnage teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see.
Death Bloom (Costs 2 Actions). Carnage siphons the life essence of each living creature within 20 feet of her. Each target must succeed on a DC 20 Constitution saving throw, taking 18 (4d8) necrotic damage or half as much damage on a successful one. Carnage then recovers hit points equal to half the total necrotic damage dealt.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Carnage can take a lair action to cause one of the following magical effects; she can’t use the same effect two rounds in a row:
Dread Lord's Cleave. Carnage conjures spectral blades of the Lord of Murder. Each creature she can see within the lair must succeed on a DC 20 Constitution saving throw, taking 33 (6d10) necrotic damage as lacerations cover their bodies. Creatures take half damage on a successful save.
Recover Magic. Carnage rolls a d6. On a roll of 1-5, Carnage regains one expended use of a spell, limited to spells she can cast three times a day. On a roll of 6, Carnage regains one expended use of any spell. If Carnage hasn't expended uses from any eligible spells, nothing happens.
Well of Suffering. Carnage chooses a point on the ground that she can see within 100 feet of her. A cylinder necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the next initiative count 20. Creatures in that area have vulnerability to necrotic damage.
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