OGC:Carrow (5e Creature)

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Carrow

Medium undead (ghoul), neutral evil


Armor Class 15 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 40 ft., burrow 20 ft.


STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 12 (+1) 9 (-1) 13 (+1) 12 (+1)

Skills Deception +3, Stealth +5, Survival +3
Damage Vulnerabilities radiant; bludgeoning, piercing and slashing damage from silvered weapons
Damage Resistances cold
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, poisoned
Senses , darkvision 120 ft., curse sense 60 ft.,passive Perception 11
Languages Any when mimicking voices
Challenge 3 (700 XP)


Curse Sense. A carrow can unerringly track any cursed individual, regardless of the curse’s origin. Also, it can sense cursed creatures unerringly out to 60 feet as if it had truesight.

Flesh Memory. After consuming a portion of a corpse, a carrow gains a rudimentary understanding of its meal’s life and can use this knowledge to track or identify their relatives or loved ones.

Forgiving Tongue. If removed from its body, a carrow’s tongue can be dragged across a creature or object to remove any one curse afflicting it, as if it were the target of a remove curse spell. After this power has been used or three days have passed since it was removed from the carrow’s body, the tongue shrivels and its magic fades.

Mimicry. A carrow can perfectly imitate the voice of any creature whose flesh it has consumed. A successful DC 15 Wisdom (Insight) check reveals that the voice is mimicry; creatures that knew the original possessor of the voice in life have disadvantage on this check.

Strange Skin. After feeding upon a corpse, a carrow gains the ability to turn invisible as an action for 24 hours. This invisibility fades when it attacks and is also dispelled by the light of the moon.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage. If the target is a living creature other than an elf, it must succeed on a DC 12 Constitution saving throw or be cursed indefinitely. If the target dies while under the effects of this curse, they arise as a carrow after 1d4 days. A remove curse spell or similar magic is the most common way to break this curse.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. If the target is a living creature other than an elf, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


{{{description}}}


A large, dog-like creature raw sniffs the air eagerly. Its raw, fleshy body seems to suffer from a terrible mange, but its human-like face betrays its true origins. It begins to gibber and giggle in a childlike voice, and it becomes clear that this abomination is not a dog, but a human corpse twisted into a horrific form.

Carrows are the deformed kin of the graveborn ghouls that haunt so many crypts in these dark times. Although their exact origins are unknown, many believe they are the souls of twisted and cruel humans come back from the Abyss to spread misery and suffering. Their bodies are twisted into a strange mockery of a loyal dog and they feast on the flesh of the innocent dead. These curse hounds seem to take great pleasure in tormenting the living by desecrating the remains of their loved ones. More powerful undead sometimes use carrow packs as bloodhounds and guard dogs.
Carrows have an uncanny ability to mimic the voices of those they consume, and their powers of invisibility make it particularly difficult for quarry to lose them as pursuers.
Carrows are most often encountered in graveyards or on battlefields during the new moon, when their powers of invisibility cannot be foiled by the silver touch of moonlight. They are not harmed by sunlight, but usually remain in their burrows and crypts during the day. After battles they take a perverse pleasure in mimicking the voices of the fallen and wounded in hopes of luring in new victims.
Hunger for Suffering. While their unnatural hunger drives them to feast on the dead, an unwholesome desire to cause suffering moves them to haunt the relatives and loved ones of their carrion meals. Carrows leave gnawed bones and other putrid refuse on the doorsteps of those that once knew their victims in life, perhaps in hopes of driving them to greater grief, then luring such grief-stricken victims to their doom through their powers of mimicry and invisibility.
Curse Hounds. The carrow were born of a virulent demonic curse; a nest of carrows always grows larger as they claim fresh victims. Thanks to their cursed nature, carrows possess the ability to sense when someone suffers from a curse, to track them without fail, and to sniff them out regardless of disguise or artifice. Curses give off an aroma that both excites and entices these creatures, goading them to hunt those that bear such afflictions.




Back to Open Game Content Creatures CR 3 Undead Type


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Carrow from EN Publishing, © 2016, EN World; Author Various Authors, based on original material by EN Publishing. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains Open Game License v1.0a material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
EN Publishing Transcribed Content
EN Publishing
Races Faun (5e Race) Gremlin (5e Race) Spriggan (5e Race)
Classes Alchemist (5e Class) Cardcaster (5e Class) Diabolist (5e Class) Feywalker (5e Class) Noble (5e Class) Occultist (5e Class)
Character Options Alchemist's Apprentice (5e Background) Bloodkeeper's Barricade (5e Background) Epitheos Monastery (5e Background)
Feats Abyssal Hide (5e Feat) Alchemical Artillerist (5e Feat) Astrologer (5e Feat) Balor Wings (5e Feat) Bloodkeeper Arts (5e Feat) Cardshark (5e Feat) Cartomancy (5e Feat) Chosen of Fortune (5e Feat) Cosmic Ritualist (5e Feat) Couatl Crest (5e Feat) Deva Wings (5e Feat) Devil’s Arm (5e Feat) Dretch Belch (5e Feat) Expeditious Alchemy (5e Feat) Greased Lightning (5e Feat) Holy Drive (5e Feat) Imp’s Eye (5e Feat) Infernal Horns (5e Feat) Infernal Mask (5e Feat) Intuitive Diviner (5e Feat) Metaknowledge (5e Feat) Mounted Musketeer (5e Feat) Pernicious Poisoner (5e Feat) Planetar Visage (5e Feat) Solar Gaze (5e Feat) Soul of Light (5e Feat) Swordsaint (5e Feat) Unicorn Horn (5e Feat) Vrock Feathers (5e Feat)
Equipment Alchemical Torch (5e Equipment) Ammunition, Bullet (50) (5e Equipment) Ammunition, Fire Arrow/Bolt (20) (5e Equipment) Ammunition, Rounds (20) (5e Equipment) Ammunition, Shot (20) (5e Equipment) Barrel Chain Rifle (5e Equipment) Blunderbuss (5e Equipment) Carbine (5e Equipment) Elephant Gun (5e Equipment) Elephant Pistol (5e Equipment) Facemold Paste (5e Equipment) Fire Lance (5e Equipment) Flintlock Revolver (5e Equipment) Glacial Effector (5e Equipment) Gun Cane (5e Equipment) Gun Kit (5e Equipment) Gun Shield (5e Equipment) Hand Blunderbuss (5e Equipment) Hand Cannon (5e Equipment) Harmonica Pistol (5e Equipment) Harmonica Rifle (5e Equipment) Harquebus (5e Equipment) Harquebus Hybrid (5e Equipment) Hexagonal Rifle (5e Equipment) Hybrid Pistol (5e Equipment) King's Walking Staff (5e Equipment) Lead Ingot (5e Equipment) Lever Action Carbine (5e Equipment) Lever Action Pistol (5e Equipment) Matchlock Musket (5e Equipment) Matchlock Pistol (5e Equipment) Midnight Dust (5e Equipment) Musket (5e Equipment) Needle Rifle (5e Equipment) Pepperbox Pistol (5e Equipment) Pepperbox Rifle (5e Equipment) Pistol (5e Equipment) Pocket Pistol (5e Equipment) Powder Flask (5e Equipment) Repeating Flintlock Pistol (5e Equipment) Rest (5e Equipment) Revolver (5e Equipment) Revolving Blunderbuss (5e Equipment) Revolving Carbine (5e Equipment) Revolving Rifle (5e Equipment) Rifle (5e Equipment) Rotating Revolver (5e Equipment) Saber (5e Equipment) Smoke Bomb (5e Equipment) Sparksprig (5e Equipment) Triangular Bayonet (5e Equipment) Turret Pistol (5e Equipment) Turret Rifle (5e Equipment) Volley Musket (5e Equipment) Volley Pistol (5e Equipment)
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Spells Astromancy (5e Spell) Conjure Deep Abomination (5e Spell) Dreaming Tide (5e Spell) Drowning (5e Spell) Eclipse (5e Spell) Herculean Force (5e Spell) Putrefy Food (5e Spell) Universal Potion (5e Spell)
Variant Rules Capacity (5e Variant Rule) Chain Fire (5e Variant Rule) Double-Action (5e Variant Rule) Experimenting and Grafting (5e Variant Rule) Firearm Customization (5e Variant Rule) Loud (5e Variant Rule) Match Loading (5e Variant Rule) Misalignment (5e Variant Rule) Misfire (5e Variant Rule) Rest (5e Variant Rule) Shot (5e Variant Rule) Turret Chain Fire (5e Variant Rule) Unwieldy (5e Variant Rule) Volley (5e Variant Rule)
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gollark: +- don't particularly.
gollark: Operators don't have to be. That seems arbitrary.
gollark: If prefix +/- are operators so is await.
gollark: It's totally an operator. It doesn't work like a function.
gollark: Isn't dark the default?
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