Slimy Coating. Thanks to a special coating of mucus, cerebral carnimorphs have an advantage against players attempting to grapple it.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.
Confusion. The carnimorph assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius around the carnimorph must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
1- the creature uses all of its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6- The creature doesn't move or take actions this turn.
7-8- The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10- The creature can act and move normally.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Description
Once a failed experiment in necromancy, the carnimorph is now little more than writhing piles of flesh and organs. Each seeks out a single goal in life, but their desire varies heavily depending on what part they came from.
Resembling some bizarre form of snail, cerebral carnimorphs are psychic pests seeking a body to call their own. They appear to be more intelligent than other carnimorphs, using the cracked skull of their original body for protection.
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