Regeneration. At the start of each of Carrion's turns, he regains 20 hit points if he currently has more than 0.
Immortality. Unless General Carrion's body is completely destroyed, such as a disintegrate spell, he will begin to regenerate after 1 minute. During this time he is unable to take damage.
Evasive. If General Carrion succeeds on dex save, he takes no damage. Else half as much.
Sneak Attack. Once per turn, Carrion deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally and doesn’t have disadvantage on the attack roll.
Multiattack. General Carrion makes one attack with the onyx blade and one attack with Obsidian Talon.
The Onyx Blade. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 5) magical slashing damage. On a critical hit, if the target has fewer than 100 hit points, they must make a DC 15 con save or be instantly slain. This feature cannot be used more than nine times. See nine lives stealer.
Obsidian Talon. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 6 (1d4 + 4) magical piercing damage. On a 19 or 20 the creature must make a DC 15 con save taking 6d6 necrotic damage on a failure or half as much on a success. Creatures reduced to 0 hit points disintegrate into dust. See baleful talon.
Necrotic Breath (Recharge 5–6). Carrion exhales acidic spew in a 15-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Shadow Stealth. While in dim light or darkness, carrion can take the hide action as a bonus action.
Kinetic Jaunt. General Carrion casts Kinetic Jaunt.
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