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The Carnyfex




Bearing an flamberge glinting with leering demon faces, the carnyfex prances into battle with an air of amusement and contempt. The fiend wears an executioner’s hood with a stitched-on grin. The leather is held in place by a rusted prince’s crown. Its wears an purely-ornamental breastplate over a quilted doublet with puff and slash sleeves of cerulean and marigold respectively. Long legs hide in tights of the same two colors with an exaggerated codpiece of the hues juxtaposed. Its scale-flanked hooves are bare and are the only easy clue to his infernal origins.


The Prince of Headsmen. Many a tyrant’s foes meet their end under the swift stroke of an executioner’s blade while the bloodthirsty crowd roars. The carnyfex draws energy off of these cruel and untamed mobs; the sort that tear flesh from the condemned as mementoes and dances with the piked head through the streets. He adores actions done for the sake of slaughter which hide under the guise of justice. He languishes in the Cavalcade of the King of Fools and sees to the day-to-day machinations of the devilish train. Imps and the ilk frolic around his hooves and in his wake. Many wrongly assume he is in charge of the malefic motley. He, however, bows his head to his cryptic sire.


The Despot’s Deliverer. When not tending to the cavalcade or indulging in idle pleasure, the carnyfex cartwheels to the salvation of the vilest, most brutal autocrats. He seeks those rulers who enemy lists are so vast and so varied that mortal death squads and executioners could never keep up. In fact, he often appears when the scales of justice have tipped in favor of the oppressed. The devil promptly tilts it back the other direction one severed head at a time. All the while, the people cheer the fiend on like the craven sheep they are. Some are merely bewitched by his blood-soaked pageantry, others thrilled they are not who the wolf’s jaws snatched this day. While tyrant’s praise the carnyfex’s assistance, most come to loath the infernal savior for the carnyfex always comes back to claim the ruler’s firstborn for an eternity of servitude in the Cavalcade of the King of Fools.



The Carnyfex

Medium fiend (Devil), Lawful Evil

Armor Class 18 (natural armor)

Hit Points 143 (22d8 + 44)

Speed 60ft

Str 14 Dex 21 Con 14 Int 16 Wis 18 Cha 18

Saving Throws Dex +10, Cha +9

Skills Acrobatics +15, Athletics +12, Intimidation +9

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities fire, poison, psychic

Condition Immunities charmed, frightened, poisoned

Senses darkvision 120ft, passive Perception 14

Languages Abyssal, Celestial, Common, Elvish, Infernal

Challenge 15 (13000 XP)

Acrobatic.

When moving, the Carnyfex can move through spaces occupied by other creatures and does not provoke Opportunity attacks.

Aggressive.

As a bonus action, the Carnyfex can move up to its speed toward a hostile creature that it can see.

Execute.

If the Carnyfex attacks a creature wanted for crimes by any local authority it deals an additional 18 (4d8) slashing damage.

Innate Spellcasting.

The Carnyfex’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). it can innately cast the following spells, requiring no material components:

At Will: Crown of Madness, Dissonate Whispers, Enemies Abound, Tasha's Hideous Laughter, Vicious Mockery

3/day: Otto's Irresistible Dance

Legendary Resistance (3/day).

If the Carnyfex fails a saving throw, it can choose to succeed instead.

Magic Weapons.

The Carnyfex's weapon attacks are magical.

Spellbinding Rampage.

When the Carnyfex reduces a creature to 0 hit points with a melee Attack on its turn, the Carnyfex can take a bonus action to move up to half its speed and make a Hellish Flamberge attack.


All creatures within 30ft that saw the Carnyfex reduce the creature to 0 hit points must succeed on a DC 17 Wisdom save or be Charmed by the Carnyfex for the next minute. This effect ends if an affected creature takes damage. If a creature succeeds on this save, it is immune to the charm effect of the Carnyfex's spellbinding rampage for 24 hours.

Actions

Multiattack

The Carnyfex makes two hellish flamberge attacks as one action.

Hellish Flamberge.

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (2d6+5) slashing damage. If the target is a creature, it must succeed on a DC 17 Charisma save or take an additional 18 (4d8) psychic damage as they are mocked by secret doubts and fears.

Throw Flamberge.

Ranged Weapon Attack: +10 to hit, range 60ft/180ft., one target. 10 (2d6+5) slashing damage. If the target is a creature, it must succeed on a DC 17 Charisma save or take an additional 18 (4d8) psychic damage as they are mocked by secret doubts and fears. The creature must also must succeed on a DC 18 Dexterity save or be knocked Prone.

Cracker Jacks. (Recharge 6).

The Carnyfex fills a 20ft cube it can see within 120ft with bewitched caltrops for one minute. The area becomes difficult terrain. When a creature moves into or within the area, it takes 2d4 piercing damage and 2d4 lightning damage for every 5 feet it travels. As a bonus action, the Carnyfex can move this 20ft cube 10ft in any direction as long as it can see the cube's end point and it is still within 120 ft.

Legendary Actions

The Carnyfex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Carnyfex regains spent legendary actions at the start of its turn.


Attack (1 point).

The Carnyfex makes a hellish flamberge or throw flamberge attack.

Cascade (2 point).

The Carnyfex instantly teleports to an unoccupied space within 5ft of a prone creature it can see within 30ft and makes a hellish flamberge attack against that creature.

Cavalcade (2 point).

The Carnyfex summons a stampede of cavorting devils, imps and nightmares in a 60ft line that is 10ft wide. Creatures within the area of effect must succeed on a DC 17 Strength save or be knocked prone and take 10 (3d6) bludgeoning damage. The stampede then disappears.

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