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Carrion crawler in dnd 5e | Stat Block
Carrion crawler in dnd 5e was a burrowing creature that preyed on living things and scavenged dead bodies. Carrion crawlers looked a lot like a toothed centipede. They were often accompanied by a foul-smelling death odor that alerted others to their presence. Their nature eventually rested in Far Realm. However, many believed, and it was true, that mad wizards created carrion crawlers. Carrion crawlers are patient hunters. They can move quickly along walls, ceilings, and passages using their many clawed feet to traction. They are attracted to light and know that light underground can often mean a meal. They are not necessarily stealthy, but instinct tells them to keep out of sight and avoid conflict when hunting.
|Armor Class||13 (natural armor)|
|Hit Points||51 (6d10+18)|
|Speed .||30 ft., climb 30 ft|
|Senses||darkvision 60 ft.|
|Challenge||2 (450 XP)|
Carrion crawlers are egg-layers. They lay hundreds of eggs in ten days. Although they are not mothers, they quickly forget about their eggs and may eat them if they find them later. The grubs that have just hatched are very hungry and will often eat each other.
Carrion Crawlers secrete a sticky secretion, which is produced by glands in their tentacles. This secretion is a powerful paralytic and can be obtained by those with the right equipment and training. It is used as a base ingredient in common poisons sold to merchants and others who want to protect their possessions with a legal, non-lethal substance.
Keen Smell. Wisdom (Perception) checks that depend on smell are an advantage for the carrion crawler.
Spider Climb. The carrion crawler can climb on any surface, even upside-down ceilings.
Multiattack: Two attacks are made by the carrion crawler: one with its tentacles, one with its bite.
Tentacles: Melee Weapon Attack: +8 to hit. Reach ten ft., one target. Hit: 4 (1d4+2) poison damage. The target must make a DC 13 Constitution saving throw to avoid poisoning for 1 minute. The poison will paralyze the target until it ends. The target can make a saving throw at each turn, ending the poisoning process.
Take a bite: Melee Weapon Attack: +4 to hit. Reach 5ft., one target. Hit: 7 (2d4+2) piercing damage.
- Source: Monster Manual
Carrion crawlers were large, pale yellow and greenish aberrations that looked a lot like a three-to four-foot-long centipede. Eight long tentacles protruded from their heads and allowed them to stun prey. Carrion crawlers also had two eyestalks, through which they could perceive their surroundings even in the darkest caverns. Additionally, carrion crawlers had a highly developed sense of smell.
Carrion crawlers lay their eggs in a variety of food or waste. The baby crawlers quickly turned against each other and began eating one another after the eggs hatched. That helped to reduce the number of carrion crawlers significantly. They were also less dangerous than their adult counterparts and had less potent venom.
Carrion crawlers can be found beyond the Prime Material plane in the Domains of Dread.
Brain juice from the carrion crawler was dangerous paralytic poison. It could be extracted or beaten from the aberration’s body. This poison was easy to obtain and frequently used by the Urghosh locking mechanisms.
The AC of the Carrion Crawler 5e’s head was significantly higher than that of its body in 2E. However, this did not carry over to 5E as 5E does not have a mechanism to target specific body parts. The AC of the whole creature is still too high. I suggest raising the AC to 15.
Multi-Attack with one tentacle and one bit is unrealistic. You can exchange it for Multi-attack with two tentacles and bite. This bonus action is only available to paralyzed opponents.
This monster is unusual in that it does not cause any actual harm until it paralyzes. The amount of food consumed equals the number of bites.
While the DC of Poison seems reasonable in this instance, I suggest applying both the PARALYZED and POISONED conditions. That will make it less likely that a victim/meal escapes.
These creatures are an ideal “REST” interrupter. These scavengers have been attracted to the smell of blood and will plague the party if they try to rest too often.
These creatures are called scavengers. These creatures look like huge centipedes. They are larger than a human giant. They can be found almost anywhere they are allowed to, although they prefer dark places. They can climb walls and ceilings with no effort.
Their attack is what makes them so dangerous. If Lady luck gets angry at the party and they have some bad luck, it is possible to get into a fight with some Carrion Crawlers. Their tentacle attack strikes a creature, and it has a reach of 10 feet. If it fails to make a Con Saving Throw (check our post on Saving Throws), the target will be poisoned for one minute. The poison paralyzes any infected creature for the duration. To get rid of the toxins, the creature can make subsequent save throws at each turn.
Although this may not seem like much, it is important to remember that suppose you have four people at your party. The battle between Carrion Crawler 5e and the party is a “hard” encounter. D&D’s combat system works by balancing the combat. Once someone is paralyzed, the creature gains an advantage in the fight. That is especially true if the creature takes out one of the party’s front-line members, allowing them to attack the squishier targets.
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