Master Acrobat: The Carnival Acrobat don´t have its speed reduced while grappling creatures.
Furthermore the Carnival Acrobat can high jump up to its walking speed once per turn, spending half of its walking speed.
Additionaly the Carnival Acrobat is immune to falling damage.
Necrotic Nature: The Carnival Acrobat is consider both an Undead and Fiend to effects that would require either creature types.
Undead Resilience: (1-Day): If the Carnival Acrobat falls to 0 hit points it falls to 1 hit point instead.
Inhumane Reflexe: The Carnival Acrobat has advantage on saving throws and skill checks to avoid the grappled, restrained, and prone conditions.
Multiattack: The Carnival Acrobat can make four Piercing Hooks or Grasp attacks on its attack action.
Piercing Hooks: Melee Weapon Attack +7 to hit, 5ft reach, one target for 1d6+4 piercing damage.
For each successful hit the next Piercing Hooks attack has a +1 bonus to attack and damage rolls.
Grasping Hooks: The Carnival Acrobat swings its hooks into a creature, the target must succeed in a DC 15 Dexterety saving throw, taking 2d6 piercing damage and being grappled by the Carnival Acrobat´s Hooks on a failure.
The Carnival Acrobat can let a creature free from the grapple with no action required, however a creature being freed may atempt to grapple the Carnival Acrobat to avoid the fall, by succeeding in a DC 15 Dexterety saving throw, being able to hold on to the Carnival Acrobat on a failure.
A creature with full hands automaticly fails this saving throw (unless it has other ways to grab on to the Carnival Acrobat,) furthermore a creature with one free hand has disadvantage on this saving throw.
Acrobatic Dodge: as a reaction towards being targeted by a weapon attack the Carnival Acrobat can increase its AC by +4 potencialy making the attack fail.
Previous Versions
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1/4/2025 1:33:27 PM
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1/4/2025 1:39:27 PM
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