Swarm. The abomination adds a D4 to its damage for every abomination within a 10 foot radius of the target.
Mass of Flesh. If an abomination is incapacitated within 5 feet of another abomination, it must succeed on a DC 15 Constitution saving throw. If it succeeds it'll merge with the abomination, restoring it 2D4 hit points up to max HP and giving it advantage on strength checks. If it fails the incapacitated abomination immediately dies and cannot be revived.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 5 (2D4) piercing damage.
Claw (Recharge 3-5). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1D6 + 8) slashing damage. If the abomination rolls a D6 on a recharge, the arm explodes and deals 1D4 damage to the abomination and all creatures in a 5 foot radius.
Grotesque Spittle (Recharge 6). The abomination spits a viscous glob of mucus at a point it can see within 15 feet of it. The glob explodes and each creature within 5 feet of the splash must succeed on a DC 10 Dexterity saving throw or be slowed for 1 minute, on a critical failure the creature takes 1D4 poison damage and is poisoned.
Description
The most disturbing and unnatural sight any adventurer could lay eyes upon, the abomination is a globular, dripping mass of flesh and organs. Without any distinguishable creature of origin its needle-toothed mouths and eyes slide around its amorphous body, it has arm-like appendages with odd assortment of claws and muscle.
These creatures are hellbent on violence and seem unable to communicate, their many mouths chatter or wail without reason and eyes focus blankly on their target. They will attack with reckless abandon, and upon receiving too much damage they will lose their form and revert to a pile of cold and wet matter, a nearby abomination may feast on the corpse and absorb its matter into itself.
Previous Versions
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