Gargantuan Monstrosity, Chaotic Evil
Armor Class 21 (Natural Armor)
Hit Points 682 (35d20 + 315)
Speed 60 ft., Fly 60 ft. hover, Climb 60 ft.
STR
30 (+10)
DEX
19 (+4)
CON
29 (+9)
INT
11 (+0)
WIS
20 (+5)
CHA
15 (+2)
Saving Throws STR +18, CON +17
Skills Perception +21
Damage Vulnerabilities Acid
Damage Resistances Cold, Fire, Lightning, Necrotic
Damage Immunities Poison
Condition Immunities Blinded, Exhaustion, Frightened, Restrained
Senses Truesight 120 ft., Passive Perception 31
Languages All (cannot speak)
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Aura of Annihilation. Any creature that starts its turn within 60 feet of the abomination take 13 (2d12) necrotic damage and must succeed on a DC 19 Constitution saving throw or have it’s hit point maximum reduced by an amount equal to the necrotic damage taken, damage to maximum hit points stays like this until the creature takes a short or long rest. Damage from this ability ignores resistances and cannot be reduced by any means. Undead, creatures of the abomination’s choice, and unconscious creatures are immune to this aura while nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.

Antithesis to Good. The abomination automatically detects creatures of Good alignment within 1 mile of it and immediately seeks that creature out in an attempt to destroy it. It will target creatures of Good alignment first, unless another creature is attacking it, or hindering its rampage by any means. Creatures protected from divination magic are immune to this ability.

Creature of Nightmares. Creatures that start their turn within 60 feet of the abomination, and can see it, must make a DC 19 Charisma saving throw or become frightened for 1 minute. A creature within range can choose to close their eyes to avoid this effect, but if they open their eyes at any time, they must immediately make this save if within range. After a successful save, creatures are immune to its effects for 24 hours.

Innate Spellcasting. The abomination’s innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). The abomination can innately cast the following spells:

1/day each (cast at 9th Level): blight, cause fear, circle of death, contagion, inflict wounds

Legendary Resistance (3/Day). If the abomination fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. Unless it wishes to be affected, the Abomination is immune to spells of 2nd level or lower. It has advantage on saving throws against all other spells and magical effects.

Negative Energy Cone. The abomination’s eyes emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the abomination decides which way the cone faces and whether the cone is active.

Any creature within the area of the cone cannot regain hit points, by any means. Any humanoid that dies there becomes a zombie, under Aginor’s command. The newly risen zombie retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn’t been completely destroyed. Nothing, short of a wish spell, can reverse zombification in this manner.

Summon Shadowspawn (1/ day). As a bonus action, the abomination can magically summon 10 Trollocs from a pocket dimension residing within its main eyes. These trollocs are normal, and appear in an unoccupied space within 10 feet of the abomination and acts on their own initiative count.

Actions

Multiattack. The abomination can cast a spell and then use its bite attack, or the abomination makes four attacks: two with its rending claws, and two with its scything talons.

Draining Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 10) piercing damage and the target makes a DC 19 Constitution saving throw or suffers 1d4 +1 damage to its Strength score on a failure, or 1 damage to its Strength score on a success.

Rock Fist. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage. If both attacks hit the same target, it must make a DC 19 Constitution saving throw or become stunned until the end of the abomination’s next turn.

Scything Talons. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) slashing damage. On a critical hit, this weapon deals 64 (12d8 + 10) slashing damage instead.

Tail Stinger. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 24 (4d6 + 10) piercing damage and the target must succeed on a DC 19 Constitution saving throw or suffer 27 (8d6) poison damage on a failure, or half as much poison damage on a success.

Reactions

Deadly Reach. When an enemy, that the abomination can see, moves into its reach of its scything talons, the abomination makes one scything talon attack against that enemy.

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. The abomination regains spent legendary actions at the start of its turn.

Attack. The abomination makes one attack with its tail stinger.

Move. The abomination moves up to its movement speed.

Devour (Costs 2 Actions). The abomination makes one bite attack.

Description

Although nearly all the horrors of the Blight prey upon the races of light, this abomination of combined genetic and necromantic rituals is a  predator among predators. They are more intimidating and physically powerful than most other creations of shadow, combining the features of numerous insectile and bestial hunters into one massive, horrific form. Although it doesn’t require sustenance, Aginor’s newest horror take perverse delight in mutilating and eating their victims.

Aginor’s Abomination stands 35 feet tall and weighs nearly 15,000 pounds.

Habitat: Forest

TaAj88

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