Legendary Resistance (3/Day). If Abomination fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Abomination's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Abomination has the following spells prepared, requiring no material components:
2/day: lesser restoration, remove curse
1/day: Recall, greater restoration, flame strike
Multiattack. The abomination makes four melee attacks, one with its maw and three with its grasping tendrils.
Maw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (6d4 + 2) piercing damage. Abomination recovers hp equal to the damage dealt, and if Abomination reduces a creature to 0 hp it can swallow it and recover an additional 7 (1d8 + 3).
Grasping Tendril. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Instead of dealing damage, the Abomination can grapple the target (escape DC 15).
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. Abomination regions spent legendary actions at the start of its turn.
Move. Abomination can move up to its normal movement speed without provoking opportunity attacks.
Attack. Abomination can make a melee weapon attack against a creature in range.
Cast a spell (Costs 2 Actions). Abomination casts a spell.
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