Hello, Iv taken a crack at making a homebrew monster for a campaign Im running, and I would love any feedback on how to make it better. Hopefully im posting this in the right place. Iv tweeked existing monsters before, but never made one from scratch. This is supposed to be a final boss monster for a party of 4 level 5 PCs.
Whenever the Abomination takes damage, any living creature within 5 feet of the Abomination must succeed on a DC10 Constitution saving throw or take 1d6 poison damage.
Regeneration
The Abomination regains 10 hit points at the start of its turn if it has at least 1 hit point. If the Abomination takes fire, or radiant damage, this trait doesn't function at the start of the Abomination's next turn. The Abomination is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
Actions
Multiattack
The Abomination makes two slam attacks.
Slam
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 2 (1d4) necrotic damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the Abomination uses its Engulf on it.
Engulf
The Abomination engulfs the grappled target. While engulfed, the target is blinded and restrained, it has total cover against attacks and other effects outside of the abomination, and it takes 10 (3d6) necrotic damage. At the start of each of the Abominations turns the target takes an additional 10 (3d6) necrotic damage. The Abomination can have only one creature engulfed at a time.
If the Abomination takes 35 or more damage before its next turn, the Abomination regurgitates the creature in a shower of bark and blood. The released creature falls prone in a space within 10 feet of the Abomination. If the Abomination dies, an engulfed creature is no longer restrained by it and can escape from the bone and branches by using an action to untangle itself.
Toss
One Medium or smaller object held; or creature grappled by, the Abomination is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.
Poison Cloud (Recharge 5-6)
The Abomination emits poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 27 (8d6) poison damage on a failed save, or half as much damage on a successful one
Legendary Actions
Legendary Actions
The Abomination 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 Abomination regains spent legendary actions at the start of its turn.
Toss (1 Action)
The Abomination makes a Toss attack
Dash (1 Action)
The Abomination may move or climb up to 50ft in any direction
Take Root (2 Actions)
The Abomination slams its legs into the ground. The ground in a 20-foot radius centered on The Abomination twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 5 (2d4) piercing damage for every 5 feet it travels. If the Abomination moves this effect ends.
Abomination
Traits
Whenever the Abomination takes damage, any living creature within 5 feet of the Abomination must succeed on a DC10 Constitution saving throw or take 1d6 poison damage.
The Abomination regains 10 hit points at the start of its turn if it has at least 1 hit point. If the Abomination takes fire, or radiant damage, this trait doesn't function at the start of the Abomination's next turn. The Abomination is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
Actions
The Abomination makes two slam attacks.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 2 (1d4) necrotic damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the Abomination uses its Engulf on it.
The Abomination engulfs the grappled target. While engulfed, the target is blinded and restrained, it has total cover against attacks and other effects outside of the abomination, and it takes 10 (3d6) necrotic damage. At the start of each of the Abominations turns the target takes an additional 10 (3d6) necrotic damage. The Abomination can have only one creature engulfed at a time.
If the Abomination takes 35 or more damage before its next turn, the Abomination regurgitates the creature in a shower of bark and blood. The released creature falls prone in a space within 10 feet of the Abomination. If the Abomination dies, an engulfed creature is no longer restrained by it and can escape from the bone and branches by using an action to untangle itself.
One Medium or smaller object held; or creature grappled by, the Abomination is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.
The Abomination emits poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 27 (8d6) poison damage on a failed save, or half as much damage on a successful one
Legendary Actions
The Abomination 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 Abomination regains spent legendary actions at the start of its turn.
The Abomination makes a Toss attack
The Abomination may move or climb up to 50ft in any direction
The Abomination slams its legs into the ground. The ground in a 20-foot radius centered on The Abomination twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 5 (2d4) piercing damage for every 5 feet it travels. If the Abomination moves this effect ends.