Disease Aura. Any living creature that starts its turn within 10 feet of the undead takes 5 (1d10) poison damage.
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, I think this could have some real potential with a little clean up. My suggestions are have a hook attack with extended reach, but also have it grapple. And keep the bite attack as long as they are grappled their max HP permantly drops until greater restoration or wish spell is used. These are just a couple of Ideas, I like what you have started and I am interested in seeing what else you have to offer in the future.
The AMDM