Armor Class
17
(natural armor)
Hit Points
118
(13d10 + 47)
Speed
55 ft., climb 25 ft.
STR
16
(+3)
DEX
23
(+6)
CON
14
(+2)
INT
3
(-4)
WIS
12
(+1)
CHA
5
(-3)
Saving Throws
STR +6, DEX +9
Skills
Perception +4, Stealth +12
Damage Resistances
Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Psychic
Condition Immunities
Blinded, Charmed, Frightened
Senses
Blindsight 15 ft., Darkvision 90 ft., Passive Perception 13
Languages
--
Challenge
6 (2,300 XP)
Proficiency Bonus
+3
Actions
Multiattack. Abomination Gamma makes four attacks with its tentacles, uses Reel, and makes either one attack with its bite or two with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 3) piercing damage plus 6 (1d8) damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Tentacle. Melee Weapon Attack: +9 to hit, reach 30 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and Abomination Gamma can't use the same tendril on another target.
Reel. Abomination Gamma pulls each creature grappled by it up to 15 feet straight toward it.
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