Medium Aberration, Chaotic Evil
Armor Class 17 natural armor
Hit Points 161 (17d8 + 85)
Speed 30 ft.
STR
11 (+0)
DEX
15 (+2)
CON
20 (+5)
INT
13 (+1)
WIS
22 (+6)
CHA
10 (+0)
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages Deep Speech telepathy 120 ft.
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting (Psionics). The abomination´s spellcasting ability is Wisdom (spell save DC 18). The abomination can innately cast the following spells, requiring no components:

At will: compulsion, mislead

2/day each: sickening radiance, telekinesis

1/day: wall of force

Magic Resistance. The abomination has advantage on saving throws against spells or other magical effects.

Actions

Multiattack. The abomination makes two attacks with its claws.

Claw. Melee Weapon Attack: +6, reach 5ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 9 2d8 acid damage.

Balefire Burst. The abomination targets one creature it can see within 120 feet of it. The target must make a DC 18 Dexterity saving throw, taking 31 7d8 acid damage plus 31 7d8 fire damage on a failed save, or half as much damage on a successful one.

Flames of Change (Recharge 5–6). The abomination uses Balefire Burst, and on a failed save, the creature is also warped with magical deformities. While deformed, the creature has its speed halved and has disadvantage on any ability check, saving throw, and attack that uses Strength or Dexterity. If the deformed creature dies, it instantly transforms into a living warp spawn. The deformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a itself on a success. A greater restoration spell or similar magic can end the deformation. The transformation of the body into a warp spawn can be undone only by a wish spell.

Description

Warpstone corruption is absolute, it vitiates everything in its surrounding, including magic. A balespell is a corrupted spark of magical energy that latches onto a spellcaster when it casts a spell in the presence of warpstone or an eldritch nexus. Like a malign tumor a balespell feeds on magic, growing in strength with each spell cast by its host until it can completely overtake the body. The corrupted magic is incorporeal and invisible to the naked eye. but can be detected with spells like detect magic, revealing an aberrant magical signature. Once the balespell take over, which can sometimes takes months, the spellcaster suddenly burst in balefire, mutating into a dangerous abomination.

A newly created abomination will try to find other of its kind and create warp spawns, Ultimately, they build entire hives of these monstrosities, directing them to dig an erect strange temples to their abject idols. Wild rumors hint that it is possible to free someone from the balespell with the use of powerful magic and rituals. However it happens rarely due to the risks involved in such an attempt, unless done early. Those who are freed never truly recover as the soul of the former abomination is scarred an haunted for the rest of its days by waken visions and dreams of sheer cosmic terror. Most end their life shortly after. Death of the host is the most convenient way to end an abomination.

Previous Versions

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Monster Tags: aberration

graydgunpla

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