
If you hit or exceed the DC for the poison, your poison was successfully created and it is ready to be used.
#CARRION CRAWLER 5E PLUS#
By spending an hour mixing and combining the necessary ingredients, you can make a crafting check using your Intelligence modifier plus your proficiency bonus for the poisoner's kit. Once you have access to your components, and are proficient in the poisoner's kit, you can go about creating your poison. This cost may increase or decrease depending on the region you are located in or may not even be available unless you know the right people. When a poison shows a component cost, you must either have access to the component or spend the gold necessary for the component. Journal DC: 8 + Proficiency Bonus + Intelligence Modifier Procuring Venomīefore you can create your dangerous concoctions, you must first have access to the venom of certain types of creatures, harvest the plants needed, or be able to pay someone else to get it for you. The typical DC is DC 12, based off of the Assassin's statblock in the Monster Manual. If an adventurer wishes to uncover the secrets, they must succeed on an Intelligence (Poisoner's Kit) check against the DC of the poisoner and spend 1 hour per recipe to work on the code.

This is prevent would-be robbers from stealing their knowledge or protecting them in case their journal is seized from revealing their true identity.
#CARRION CRAWLER 5E CODE#
Deciphering a JournalĮvery poisoner keeps a journal of their formulas, with almost all of them using their own shorthand or code for their recipes. When a poisoner starts out, they typically know three recipes and can expand their recipes by trading notes with others, finding other journals, or experimenting with venoms and plants. These journals are highly prized by assassins and are rarely shared with others. Poisoner's JournalĮach poisoner keeps a journal with their equipment to record their findings and to keep recipes. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. Poisoner's KitĪ poisoner's kit includes a journal, glass vials, a mortar and pestle, chemicals, and a glass stirring rod. A poisoner's kit allows the smarter adventurers to harvest venom to create powerful poisons to immobilize, debilitate or otherwise cause unending pain to their targets.

Instead, the deadly nature of a scorpion or a snake is the natural venom they produce. The carrion crawler uses its telepathy to control all simple-minded creatures within 30-feet of it.The smartest assassins know that the stinger or bite of a creature might be painful, but it's hardly the thing for you to worry about. Hit: 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. In this way, they avoid contact with oozes, otyughs, and other dangerous inhabitants of the darkness, even as they surprise potential meals that don’t think to look up.

Each creature with an Intelligence score of 2 or less in the area must succeed on a DC 14 Wisdom saving throw or be magically charmed by the carrion crawler for 1 day, or until the carrion crawler dies or is more than 1 mile from the target. A carrion crawler roams on the hunt, its tentacles probing the air for the scent of blood or decay. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. In tunnels or ruins, carrion crawlers scurry across the ceiling as they move toward food.
#CARRION CRAWLER 5E MANUAL#
The Monster Manual presents a horde of classic Dungeons & Dragons creatures, including dragons, giants, mind flayers, and beholders - a monstrous feast for Dungeon Masters ready to challenge their players and populate their adventures. The carrion crawler makes two attacks: one with its tentacles and one with its bite.
