Gargantuan Aberration, Chaotic Evil
Armor Class 17 Natural armour
Hit Points 116 (16d12 + 13)
Speed 0 ft., The abominable whispers is unable to move under any circumstance.
STR
20 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
15 (+2)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws STR +10, CON +9, WIS +9
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Senses Passive Perception 14
Languages Abyssal
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Arcane Awareness: The abominable whispers will know the exact location of every magic user within 100 feet if them and automatically succeed on all saving throws caused by a spell on the first turn of combat. 

Careful planning: On the first turn of combat the abominable whispers is unable to act. On the second turn however it has advantage on its attack roll. 

Spellcasting. The abominable whispers is a 9-level spellcaster. Its spellcasting ability is wisdom (spell save DC 14, +3 to hit with spell attacks). The abominable whispers has following sorcerer spells prepared:
Cantrips (at will): Mold Earth, Infestation 

1st level (4 slots): Chromatic Orb, Thunderwave

2nd level (4 slots): Detect Thoughts, Acid Arrow

3rd level (3 slots): Dispel Magic, Counterspell

4th level (3 slots): Blight, Vitriolic Sphere

5th level (2 slots): Insect Plague, Enervation

Actions

Slam. Melee attack: +5 to hit, reach 70 ft., single target. Hit: 14 (3d6+4) bludgeoning damage. 

Otherworldly Bolt. Ranged magic attack: +3 to hit, reach 30 ft., single target. Hit 15 (3d8+2) necrotic damage. 

Bonus Actions

As a bonus action the abominable whispers can utter corrupting words to a single creature. The creature must succeed on a DC 14 wisdom saving throw or only be able to act once on their turn. If the creature targeted knows abyssal they have advantage on the saving throw. The abominable whispers has 8 uses per day of this ability. 

Description

The abominable whispers is a collection of black tentacles sprouting from a single necrotic seed underground it cannot move but its massive size makes it easy to reach faraway prey. The tentacles all have rows of large mouths that work as a gateway to another realm. The spells it uses come from the many mouths. The creature cannot hear, thus automatically fails any saving throw that requires hearing. 

Monster Tags: undeadaberration

Fluffyfuzzymoth

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