AC
            
                
                    13
                
                         
              
            Initiative
            
                
                    +1 (11)
                
            
        
        
            HP
            
                
                    51
                
                
                    (6d10 + 18)
                      
            
        
        
            Speed
            
                
                    30 ft., climb 30 ft.
                     
                
            
        
    | Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 | 
| DEX | 13 | +1 | +1 | 
| CON | 16 | +3 | +3 | 
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | -5 | -5 | 
| WIS | 12 | +1 | +1 | 
| CHA | 5 | -3 | -3 | 
                Skills
                
                    Perception +5
                
            
        
            
                Senses
                
                    Darkvision 60 ft.,  Passive Perception 15
                
            
        
            
                Languages
                
                    --
                
            
        
        
                CR
                
                    2 (XP 450; PB +2)
                
            
        Traits
                Spider Climb. The carrion crawler can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Actions
                Multiattack. The carrion crawler uses Paralyzing Tentacles and makes one Bite attack.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage plus 3 (1d6) Poison damage.
Paralyzing Tentacles. Constitution Saving Throw: DC 12, one creature the carrion crawler can see within 10 feet. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.







 
     
                    
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Posted Feb 6, 2025Its Paralyzing Tentacles attack has a major oversight; being a Dexterity saving throw instead of a Constitution saving throw makes it so you are Paralyzed for the entire duration, because while Paralyzed you automatically fail all Dexterity saving throws.
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Posted Feb 6, 2025One of the fiends from the Sigil monster book had the same thing
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Posted Feb 6, 2025Subsequent saves should be Con?
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Posted Feb 6, 2025Nah let the CR bug paralyse for an entire minute off a single failed save , it will be funny
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Posted Feb 6, 2025- 
            
                
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Posted Feb 6, 2025To anyone saying the paralysed condition is an oversight... Yes it's confusing, but consider this:
The paralysis is a secondary condition, so doesn't apply to the save of the poison. It only exists while the poison is active - and thus isn't considered in the save. It's sort of an after effect, in my opinion.It's sort of like a flow chart -
If poison save fail - consider paralysis
If poison save succeed - ignore paralysis
You consider it a poison with no additional effects for the sake of the save and the paralysis is the extra step.
I know it's worded confusingly, but I have a feeling this is what they meant rather than forgetting their own rules. Especially on a CR2 baby.
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Posted Feb 6, 2025Sure but like once you fail that initial save you are poisoned and paralysed, so any of the subsequent saves that would end it before it reaches its minute long duration become automatic fails, you don’t like temporarily become unpoisoned to make the save again
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Posted Feb 7, 2025The lack of proofreading is concerning
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Posted Feb 7, 2025This has my vote. Makes more sense anyway: Dex to initially avoid tentacles, Con to resist the poison.
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Posted Feb 7, 2025Yeah there’s no way this would have been missed if it had seen active playtesting
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Posted Feb 7, 2025That would be my call when dming too
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Posted Feb 7, 2025Yeah Dex for tentacles and con for poison would be a LOT easier
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Posted Feb 8, 2025Yes, most sensible ruling.
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Posted Feb 8, 2025its technically able to be gotten out of if you have freedom of movement to negate the paralyzed condition.
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Posted Feb 10, 2025Let's be honest, they repeatedly forget their own rules in 5e, so im not surprise they did it here, it will be change in first errata to con and everyone will be happy
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Posted Feb 14, 2025As far as I'm understanding it?
Carrion Paralyzing Tentacle: DC 12 DEX save to avoid.
If failed? You're poisoned with a contact paralysis poison. (Carrion Mucus)
Treat the following rolls as rolling against the item (Carrion Mucus) (DC 13 CON Save). That's unless the Carrion grapples the target.
The tentacles paralyze via being coated in the mucus. They don't automatically grapple, or it'd say. They basically just smack you to apply the poison.
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Posted Feb 17, 2025Seems you were right and the save has been changed to constitution now.
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Posted Apr 16, 2025I love the new artwork. So intimidating.
For stats, first of all thank the gods that they changed the paralyzing tentacle save to con so its not a perma stun.
Got a better perception now which is nice. Will keep the keen smell of the old one. Was just more flavour to it.
His bite attack has 3 dmg more now. The tentacle is not an attack roll anymore and the dc is lower than before and lost the dmg for the hit.
Overall slightly weaker i guess but still a nice monster