Kryx RPGThemesCreatures
Carrion Crawler

Carrion Crawler

Large monstrosity
Challenge
2

STR
2
DEX
1
CON
3
INT
−5
WIS
1
CHA
−3

51
6d10+18
15
Soak
1
Fort
+4
Ref
+2
Will
−1
Defense note natural armor

Speed 5 m., climb 5 m.
Skills Insight +1 (12), Perception +3 (14)
Senses darkvision 10 m.

Keen Smell. The carrion crawler has advantage on Perception checks that rely on smell.

Maneuvers. The carrion crawler uses maneuvers (maneuver save Difficulty 12). It has 7 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, fling (Tentacles only), fountain of blood, inject venom, pounce, spring attack, tear flesh

Spider Climb. The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions (2)

Bite (1/turn). Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 7 (2d4 + 2) piercing damage.

Tentacles (1/turn). Melee Weapon Attack: +4 to hit, reach 2 m. Hit: 4 (1d4 + 2) poison damage, and the target must succeed on a Difficulty 13 Fortitude saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Underdarksrd

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action you can attempt to grab and throw a creature that is your size or smaller with a natural weapon such as a tentacle. The creature must succeed on a Reflex saving throw or you throw it up to 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.

Enhance

You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failed save, a creature is frightened of you until the end of your next turn.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon in an attempt to inject venom. You must have a form of venom inherent to your body to use this maneuver. On a hit, the creature must make a Fortitude saving throw against poison (Difficulty equal to 8 + your Constitution + your proficiency bonus).

On a failed save, it takes poison damage equal to the stamina die and is poisoned for the duration.

On a successful save, it takes half as much damage.

At the end of each of its turns, a poisoned creature can repeat the saving throw, ending the effect on itself on a success.

Enhance

You can increase the damage by two dice for each additional stamina die expended.

As an action, you can make a melee weapon attack against a creature after you move at least 4 meters straight toward it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.