Large Fiend (Demon), Chaotic Evil
Armor Class 16 Natural
Hit Points 122 (10d12 + 60)
Speed 30 ft., Climb 20 ft.
STR
24 (+7)
DEX
10 (+0)
CON
22 (+6)
INT
8 (-1)
WIS
14 (+2)
CHA
8 (-1)
Skills Athletics +8
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Blinded, Poisoned
Senses Blindsight 60 ft., Passive Perception 15
Languages Abyssal telepathy 60 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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. 

Actions

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.

Reactions

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.).

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

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.

Monster Tags: Demon

Habitat: Underdark

LaBonneAuberge

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