Large Monstrosity, Neutral Evil
Armor Class 16 natural armour
Hit Points 235 (20d10)
Speed 35 ft.
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
7 (-2)
WIS
9 (-1)
CHA
5 (-3)
Saving Throws CON +7
Damage Vulnerabilities Fire
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned
Senses Passive Perception 11
Languages Understands languages it knew in life, but cannot speak
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Charge: bludgeoning damage. The abomination takes it's turn to ready a charge, picking a direction as it plants its hands and feet. On it's next turn it unleashed it's full might in one burst. Moving up to 70 feet in a straight line. Any creature in its path must succeed on a DC 16 dex save or take 3D6 +4 damage (half as much on a success) and fall prone.  If it hits a strong physical barrier during the charge or at the very end. (wall or stone column), or if it catches fire during the charge, its movement is stopped and it falls prone, and takes 3D6 +4 damage. ( or fire damage)

Necrotic Presence: the undead abomination exudes an unnerving foul aura. Creatures that start or end their turn within 15 feet of it must make a constitution saving throw, (DC 16) taking 2D6 poison damage and becoming poisoned for 1D4+1 rounds on a fail. (half with no poison effect on a save)

Actions

Multiattack: The abomination either takes it's charge action, or 3 claw attacks, or one slam attack and 1 sludge bomb, or 2 claws and 1 sludge bomb

Slam: : +4 to hit, reach 5 ft., 1 target. Hit: (2d8 + 4) bludgeoning  damage. The abomination slams two massive fists onto the ground, causing damage to a target and anyone in 10 feet range

Claws: +4 to hit, reach 5 ft, 1 target. Hit: (1D6 + 4) necrotic damage, claws on smaller arms or exposed jagged bones, secreting the same black sludge, rake across one target.

Sludge bomb: : +2 to hit, range 30 /50 ft., 1 target. Hit: (1d4 + 2) necrotic damage.  If a player is hit, they are stuck and considered grappled.  A successful DC 13 strength check will free the player, or in 3 turns.

Description

The result of twisted necromatic experiments. It's an example of what happens when several zombies are mashed together.  It's hulking body, marked by grotesque musculature and extra, misshaped, or misplaced limbs or faces.

Various bladed weapons are often found protruding from it's body, as a result from previous unsuccessful attempts to kill it, from which black viscous sludge spills out.

Slower than most medium sized creatures mostly due to it's lack of coordination, it makes up for it with a full force charge that unleashes its entire muscle strength in one burst, to cover a great distance and damage any creatures in it's path.

While physical strikes do little to the abomination, it is particularly susceptible to catching fire. When it does, it will often panic and take a moment to attempt to put out the flames. This has been noted as the most effective method of slowing them down.

 

Previous Versions

Name Date Modified Views Adds Version Actions
9/1/2020 2:39:57 PM
15
1
1
Coming Soon
9/1/2020 8:31:41 PM
16
1
1.0.1
Coming Soon

Monster Tags: undeadmonstrosityaberration

Habitat: UnderdarkUrban

t_Hammer

Comments

Posts Quoted:
Reply
Clear All Quotes