Blood Sense. The Abomination is blind but can feel the blood pulsing in its prey's veins. Granting it blindsight in a range of 60 ft.
Magic Resistance. The Abomination has advantage on saving throws against spells and magical effects.
Magic Weapons. The abomination weapon attacks are magical.
Multiattack. The Abomination makes three attacks: one with its claws and two with its tentacles.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) poison damage.
Tentacles. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d8 + 7) slashing damage plus 7 (2d6) poison damage.
Acid Breath (Recharge 5-6). The Abomination exhales a 30-foot cone of acid gas. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one.
Sentinel. When the Abomination hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from the Abomination even if they take the Disengage action before leaving its tentacle's reach (15 ft.).
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Arawiti's Abominations are large brutal piles of muscle and natural weapons. Claws, maws and spiked tentacles cover their bodies, dedicated to slaughter and violence. They drink the blood of their victims and are driven by the thirst for more fresh blood from their fallen enemies.
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.
-
View User Profile
-
Send Message
Posted Jun 13, 2021Don't know how to remove legendary, bonus, mythical or lair actions, sorry.