Large Undead, Chaotic Evil
Armor Class 13 Natural Armor
Hit Points 147 (14d10 + 70)
Speed 30 ft.
STR
24 (+7)
DEX
10 (+0)
CON
20 (+5)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft, Passive Perception 9
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Disease Aura. Any living creature that starts its turn within 10 feet of the undead takes 5 (1d10) poison damage.

Actions

Multiattack. The abomination makes a hook, cleaver, and aw attack.

Hook. Melee Weapon Attack: +10 to hit, reach 15ft., one target. Hit: 10 (1d6 + 7) piercing damage and if the target is not adjacent to the abomination they must succeed on a DC 18 Strength saving throw or be pulled adjacent to the abomination. 

Cleaver. Melee Weapon Attack: +10 to hit, reach 5 gt., one target. Hit: 11 (1d8 + 7) slashing damage. 

Saw.  Melee Weapon Attack: +10 to hit with disadvantage, reach 5ft., one target. Hit: 12 (1d10 _+ 7) slashing damage.

Cannibalize. The abomination begins eating an adjacent corpse. Every round the abomination spends eating the corpse it regains 15 hit points. After a minute of consumption the corpse is devoured and provides no additional healing.

Description

Body

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

DianaLynShull

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