The Carcass Man
Level 13Attacks
Abilities
20 feet. The Carcass Man's form exudes the impulse to destroy. Upon entering the aura, creatures must attempt a DC 31 will save. Regardless of the results, creatures are temporarily immune for 1 minute.
Critical Success The creature is unaffected.
Success Urges to attack cloud the creature's mind and if they do not deal damage to another creature on their turn, they become Stupefied 1 until the end of their next turn.
Failure The creature is Confused until the end of their next turn.
Requirements The Carcass Man has a creature Grabbed
Effect The creature takes 6d6 bludgeoning damage (DC 31 fortitude save); a creature that critically fails their save is Paralyzed until they heal at least 30 HP. The Carcass Man then releases the creature.
Requirements The Carcass Man's last action reduced a creature to 0 HP
Effect The Carcass Man exults in his victory, painting his face in the creature's blood. He is Quickened until the end of his next turn but can use this extra action only to Strike. Non-worshippers of Zagresh who witness the display must succeed at a DC 31 will save or be Frightened 1 (Frightened 2 on a critical failure).
The Carcass Man attempts a melee Strike against a creature within his reach. If the Strike hits and deals damage, he can attempt two additional melee Strikes with his other arms against two other creatures within his reach; each of the three Strikes must target a different creature. These attacks increase his multiple attack penalty, but the penalty doesn't increase until all three attacks have been made.