| Mod | Save | ||
|---|---|---|---|
| STR | 23 | +6 | +6 |
| DEX | 10 | +0 | +5 |
| CON | 24 | +7 | +12 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 12 | +1 | +6 |
| CHA | 6 | −2 | −2 |
Traits
Eruptive Mutation.
When the Carrier dies or takes 40 damage or more in a single turn, roll a d6. On a 4–6, its flesh erupts open, spawning 2d4 Pustules (use Zombie stats with speed 40 ft. and AC 13). They act on the Carrier’s initiative.
Volatile Flesh.
Fire or lightning damage causes pressurized boils to burst; each time the Carrier takes such damage, creatures within 10 ft. take 10 (3d6) acid damage.
Siege Monster.
The Carrier deals double damage to objects and structures.
Unstable Core.
When reduced to 0 HP, the Carrier detonates after one round. At initiative 20 (next round), it explodes in a 40-ft. radius. Each creature must make a DC 18 Dexterity saving throw, taking 56 (16d6) acid damage on a failure or half on success. Any Pustules within range also burst, adding 7 (2d6) acid damage each.
Actions
Multiattack.
The Carrier makes two attacks: one with its Crushing Fist and one with its Acid Glob.
Crushing Fist. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 20 (3d10 + 6) bludgeoning damage and the target must succeed on a DC 18 Strength save or be knocked prone.
Acid Glob (Recharge 5–6).
The Carrier hurls a glob of pressurized acid at a point within 60 ft. Each creature in a 15-ft. radius must make a DC 17 Dexterity save, taking 36 (8d8) acid damage on a failed save or half as much on success. The area remains corrosive until the start of the Carrier’s next turn; creatures entering or ending their turn there take 10 (3d6) acid damage.
Spawn Pustule (1/Day).
The Carrier rips open its own abdomen and drops 1d6 Pustules within 20 ft. Each immediately takes its turn after the Carrier. The Carrier loses 25 HP when doing so.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
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Acidic Pulse. Sprays acid in a 10-ft. radius; creatures must succeed on a DC 15 Con save or take 10 (3d6) acid damage.
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Lurch. Moves up to half its speed without provoking opportunity attacks.
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Explosive Molt (2 Actions). Sheds its outer carapace, releasing acidic mist in a 20-ft. radius; creatures must succeed on a DC 17 Con save or be blinded until the end of their next turn.
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.
Description
Carrier
Huge monstrosity (mutated aberration), chaotic evil
Armor Class: 17 (chitinous armor)
Hit Points: 310 (23d12 + 161)
Speed: 40 ft., climb 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 10 (+0) | 24 (+7) | 5 (–3) | 12 (+1) | 6 (–2) |
Saving Throws: Con +11, Dex +4, Wis +5
Skills: Perception +5, Athletics +10
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: acid, poison
Condition Immunities: poisoned, charmed, frightened, stunned
Senses: darkvision 120 ft., tremorsense 60 ft., passive Perception 15
Languages: understands Deep Speech and the tongue of its creator but can’t speak
Challenge: 14 (11,500 XP)
Traits
Eruptive Mutation.
When the Carrier dies or takes 40 damage or more in a single turn, roll a d6. On a 4–6, its flesh erupts open, spawning 2d4 Pustules (use Zombie stats with speed 40 ft. and AC 13). They act on the Carrier’s initiative.
Volatile Flesh.
Fire or lightning damage causes pressurized boils to burst; each time the Carrier takes such damage, creatures within 10 ft. take 10 (3d6) acid damage.
Siege Monster.
The Carrier deals double damage to objects and structures.
Unstable Core.
When reduced to 0 HP, the Carrier detonates after one round. At initiative 20 (next round), it explodes in a 40-ft. radius. Each creature must make a DC 18 Dexterity saving throw, taking 56 (16d6) acid damage on a failure or half on success. Any Pustules within range also burst, adding 7 (2d6) acid damage each.
Actions
Multiattack.
The Carrier makes two attacks: one with its Crushing Fist and one with its Acid Glob.
Crushing Fist. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 20 (3d10 + 6) bludgeoning damage and the target must succeed on a DC 18 Strength save or be knocked prone.
Acid Glob (Recharge 5–6).
The Carrier hurls a glob of pressurized acid at a point within 60 ft. Each creature in a 15-ft. radius must make a DC 17 Dexterity save, taking 36 (8d8) acid damage on a failed save or half as much on success. The area remains corrosive until the start of the Carrier’s next turn; creatures entering or ending their turn there take 10 (3d6) acid damage.
Spawn Pustule (1/Day).
The Carrier rips open its own abdomen and drops 1d6 Pustules within 20 ft. Each immediately takes its turn after the Carrier. The Carrier loses 25 HP when doing so.
Legendary Actions (Optional Boss Form)
The Carrier can take 2 legendary actions, choosing from the options below at the end of another creature’s turn:
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Acidic Pulse. Sprays acid in a 10-ft. radius; creatures must succeed on a DC 15 Con save or take 10 (3d6) acid damage.
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Lurch. Moves up to half its speed without provoking opportunity attacks.
-
Explosive Molt (2 Actions). Sheds its outer carapace, releasing acidic mist in a 20-ft. radius; creatures must succeed on a DC 17 Con save or be blinded until the end of their next turn.
Lore
Carriers are post-war abominations, living siege engines birthed from failed experiments of divine corruption.
Legends claim that after the Holy War, when divine light struck the battlefield seas, the corpses beneath the tides began to fuse. Their souls screamed into the abyss, creating the first Carrier — a womb of rage and acid meant to end worlds.
In Neptune’s archives, they are called “Children of the Still Tide.” When one surfaces, entire coasts evacuate — for each death it causes feeds the next generation growing inside its molten gut.
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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