Medium Aberration, Chaotic Evil
Armor Class 15 Natural Armor
Hit Points 30 (3d10 + 9)
Speed 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws STR +5, CON +5
Skills Perception +3
Damage Resistances Acid, Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60 ft., Passive Perception 10
Languages Common, Deep Speech
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Explosive Death. If damage reduces the Abomination to 0 hit points the foul ooze that animates them bursts out in a 10 ft radius from their location. All creatures within that radius must make a DC 15 Constitution saving throw or be infected with a corrupting disease.  Once infected, the victim becomes poisoned until the disease is cured. While poisoned, the victim cannot regain hit points except by magical means, and the target's hit point maximum decreases by 4 (1d8) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies and is reanimated as an Abomination.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 5) bludgeoning damage.

Embrace. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit:  8(1d6 + 5) bludgeoning damage. Upon a hit, the target needs to make a DC 14 Dexterity saving throw or they will receive an additional 12 (2d6 +5) Necrotic Damage and be Restrained until they can make a successful DC 12 Strength saving thrown or the monster is takes damage from another target. Restrained creatures automatically fail the Dexterity saving throw to leave the embrace.   

LiquefyAs a move action, the Abomination can liquefy and re-from in any square within a 30 foot radius of its starting point. This action prevents attacks of opportunity from being taken against it.  While in a liquid state, the Abomination can move through a space as narrow as 1 inch wide without squeezing.

Whisper. As a bonus action the Abomination can whisper disturbing, horrible things in an unknown language that are heard differently by each person in range (50 ft). Those in range must succeed a DC 10 Wisdom saving throw or be frightened for 1d4 rounds. 

Description

Elves, and other mortals caught by the powerful corruption magics that destroyed Molaesmyr have been warped into these horrific monsters. Their grotesquely emaciated bodies pulse, twitch, and shift like something is ready to burst from their skin. Their mouths are twisted into long cruel smiles, opening only to emit disturbing whispers or vomit sticky black ooze. Their eye sockets are empty voids and a seemingly endless amount of thick black liquid streams out leaving a trail of the foul tar-like liquid behind them.   

Previous Versions

Name Date Modified Views Adds Version Actions
12/28/2021 1:03:57 AM
36
9
1
Coming Soon

Habitat: Urban

Spear_today_gone_tomorrow

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