Component: Horns. The carnocervus's horns can be treated as a separate target for attack rolls. They have an AC of 16, 24 hit points, and immunity to psychic and poison damage. If the horns are destroyed, the carnocervus loses its innate spellcasting feature, and immediately breaks concentration on any spells it is concentrating on. The horns regrow after a period of ten days. Innate Spellcasting. The carnocervus's innate spellcasting ability is Wisdom (Spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: Bane, Cause Fear, Chill Touch, Entangle 3/day each: Dissonant Whispers, Misty Step 1/day each: Mirror Image, Sleep Keen Hearing and Smell. The carnocervus has advantage on Wisdom (Perception) checks that rely on hearing or smell. Mimicry. The carnocervus can mimic any sound it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. Rampage. When the carnocervus reduces a creature to 0 hit points with a melee attack on its turn, the carnocervus can take a bonus action to move up to half its speed and make a bite attack.
Multiattack. The carnocervus makes two bite attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) piercing damage. Howl (Recharges After a Short or Long Rest). The carnocervus gains 2d4 temporary hit points. Each creature within 60 feet of the carnocervus must make a DC 13 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature succeeds on the saving throw or the effect ends for it, that creature becomes immune to the carnocervus's howl for 24 hours.