Chameleon Skin. The carnival creeper has advantage on dexterity (Stealth) checks made to hide.
Hauler. The carnival creeper's speed is not halved when dragging or carrying grappled creatures.
Multiattack. The carnival creeper makes two Grasping Claw attacks and one Chomp attack.
Chomp. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 15 (2d10 + 4) [piercing] damage.
Grasping Claw. Melee Weapon Attack: +7 to hit, reach 20 ft., 1 target. Hit: 10 (1d12 + 4) [slashing] damage. If the target is Large or smaller, it is pulled up to 20 feet towards the carnival creeper.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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