| Mod | Save | ||
|---|---|---|---|
| STR | 23 | +6 | +6 |
| DEX | 16 | +3 | +8 |
| CON | 21 | +5 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 16 | +3 | +8 |
| CHA | 18 | +4 | +9 |
Amphibious. Carni Val can breathe air and water.
Hyde in Plain Sight. When Carni Val is within 120 feet of another creature of unknown origins, Carni Val gets advantage on all rolls that it is proficient or is an expert in.
Blood Howl. Carnival lets out a blood curling howl. Any creature that is within 30 feet of Carni Val must make a DC 19 Wisdom saving throw or become deafened.
Multiattack. Carni Val can make three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Vampiric Breath (Recharge 5–6). Carni Val exhales a strange black energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. Carni Val then gains half the total damage as temporary hit points.
Black Flames (Recharge 5–6). Carni Val creates a mystic black flame in its paw. The creature that Carni Val attempts to touch with the black flame must make a DC 20 Dexterity saving throw, taking 70 (12d10) fire damage on a failed save, or half as much damage on a successful one.
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