Carnogeist (5e Creature)

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Carnogeist[edit]

Huge undead, unaligned


Armor Class 20 (natural armor)
Hit Points 262 (21d12 + 126)
Speed 30 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 23 (+6) 12 (+1) 13 (+1) 9 (-1)

Saving Throws Wis +7, Cha +5
Proficiency Bonus +6
Damage Resistances acid, cold, fire, lightning, psychic, thunder
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages
Challenge 17 (18,000 XP)


Ethereal Sight. The carnogeist can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Illumination. The carnogeist sheds dim light in a 20-foot radius.

Incorporeal Movement. The carnogeist can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

ACTIONS

Multiattack. The carnogeist can use its Roar. It then makes three bite attacks, and can replace up to two of them with Sonic Blasts.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 16 (3d6 + 6) piercing damage.

Etherealness. The carnogeist enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Its tail can enter or leave these planes independently of the rest of its body, and makes one of its bite attacks there.

Roar. Each creature within 60 feet of the carnogeist takes 7 (2d6) thunder damage and must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the carnogeist is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the carnogeist's Roar for the next 24 hours.

Sonic Blast. One creature within 30 feet of the carnogeist that it can see must make a DC 16 Constitution saving throw; if the target is within 10 feet of the carnogeist, it makes this save with disadvantage. On a failed save, a creature takes 21 (6d6) thunder damage and is deafened until the end of its next turn. On a successful save, a creature takes half as much damage and isn't deafened. Additionally, all other creatures within 20 feet of the carnogeist take 7 (2d6) thunder damage.


carnogeist.png
Art by Jonathan Wojcik

The ghost of a long-dead predator. This enormous undead monster possesses a brain in each of its three heads connected to a single, massive central brain. Though it spends much of its time bickering with itself, its four minds can become intensely focused when the time comes to hunt. In addition to its size and strength, a carnogeist can unleash a devastating, thunderous sonic blast from either or both of its lower maws.
When not simply hunting and consuming, a carnogeist spends a great deal of time hibernating underground, causing minor tremors as it stirs in its sleep. As it phases through physical objects, it deposits a blue-black and surprisingly sweet, almost honey-like, slime. The pleasant odor is thought to attract less intelligent animal life.
Despite its size and power, it is easily startled by smaller creatures and may retreat into hiding if sufficiently unnerved.

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