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Carver

Fashioned from a felled deadwood tree, a carver is a malignant construct utilized by a waning cult to terrorize in the general populace and assassinate their enemies. A rough imitation of a human, the carver resembles an adult-sized doll with a sinister, static smile and a cleaver to match.

Silent Slasher. Nearly silent, the carver only makes noise when it chooses. It does not need to breathe. Its joints move with little creaking. On catlike footfalls, it stalks its victims but waits until the unlucky soul notices it before striking. Once the carver tastes fear the flare of its dire gaze locks the creature in place and the cleaver hacks it to pieces.

Fiery Core. Instead of a heart a direfly hive perpetually burns within the carver's chest. This animating magic wanes the longer a carver goes without committing murder. If the construct goes too long without spilling blood it falls into a dormant state until a fresh victim appears. Even then it may wait for weeks watching the living until it is written off as an icon or curio until stirring to kill anew.

Carver

Medium Construct, Chaotic Evil

Armor Class 14

Hit Points 85(10d10+30)

Speed 40ft

Str 12 Dex 18 Con 16 Int 3 Wis 11 Cha 13

Skills Stealth +8 Damage Resistances fire

Condition Immunities charmed, exhaustion, pertrified, poisoned

Senses darkvision 60ft, passive Perception 10

Languages Understands Sylvan and common, but cannot speak

Challenge 6 (2300 XP)

Actions

Multiattack The carver makes two attacks as one action.

Cleaver.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (3d4+4) slashing damage.

Dire Fire. 1/long rest

The carver chooses a square within 30ft that it can see. All creatures adjacent to that square must make a DC 14 Dexterity save, taking 31 (7d8) fire damage on a failure, no damage on a success.

Dire Gaze.

The carver focuses on a creature it can see within 30ft and its hollow eyes glow with direfly light. The target must succeed on a DC 14 Wisdom save or be paralyzed as long as the carver keeps its gaze focused on it. While the carver does so it suffers disadvantage on any attacks it makes against a different target. At the end of each turn the paralyzed creature may make a new save, the effect ending on success. On a successful save the target is not paralyzed and is immune to the carver's diregaze for 24 hours.

Optional Rule: Carver's Heart. With a woodworking tool check or a Wisdom (Survival) check DC 13 a caver's heart may be removed in a manner which keeps its magic intact. Warm to the touch and smoldering the heart can then be used as a grenade-like thrown weapon with a range of 30/60ft. On impact the heart explodes with a 5ft radius. Creatures caught in the blast must succeed on a Dexterity save DC 14 or take 18(4d8) fire damage, half as much damage on a successful save.

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