Large Undead, Chaotic Evil
Armor Class 16 Natural Armor
Hit Points 140 (20d10 + 3)
Speed 30 ft., walk 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
6 (-2)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws STR +7, CHA +7
Damage Immunities Necrotic, Poison
Condition Immunities Frightened
Senses Passive Perception 14
Languages Common (Languages it knew in life)
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Everlasting Dread. This creature is immune to being frightened.

Spellcasting. The Abomination of Sorrow has the following spells available. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The Abomination of Sorrow has following spells prepared:

3 per long rest: Inflict wounds (1st level) 
1 per long rest: darkness (2nd level)

Actions

Cry. The creature makes an ear bleeding cry. Everyone in a 60 ft circle centered on the Abomination of sorrow must make a constitution saving through DC 15 or be stunned until their next turn.

Stab. Melee Weapon Attack: Makes 2 attacks.+7 to hit, reach 10 ft., 1 target. Hit: 17 (2d8 + 4) piercing damage. A creature hit by a stab is grappled. It can use an action to escape with a contested strength check.

 

Reactions

Bleed. Every creature that is grappled (Max 4) takes 2d8 necrotic damage and 2d8 poison damage as black ichor seeps from the holes in its legs. The creature affected must make a constitution save DC 16 or be poisoned for 1 minute.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A body that has recently died and has failed a Hollowbody spell attempt might become one of these things. Subject to all their fears and guilt from in life, they scream in sorrow every minute they're alive in undeath. With 8 legs made of bone and cartilage with small holes it uses to inject poison. with a body that curls its skin into a hardy leather and a face that withers from madness, it is a terrible sight.

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.

JoeMama_

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