Large Monstrosity (Half-Elf)
Armor Class 20 natural
Hit Points 208 (28d10 + 56)
Speed 50 ft.
STR
16 (+3)
DEX
21 (+5)
CON
16 (+3)
INT
4 (-3)
WIS
10 (+0)
CHA
18 (+4)
Saving Throws STR +7, DEX +9, CHA +8
Skills Acrobatics +9, Athletics +7, Intimidation +8
Senses Passive Perception 11
Languages Common
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Aura of Fear. Any creature who starts their turn within 15 feet of the beast must make a WIS Saving throw (DC 15) or become frightened. The creature can make a saving throw at the end of each of its turns. Once the creature saves, it is immune to being frightened by this creature for 24 hours

 

Actions

MultiAttack. The Abyssal Abomination can make 3 attacks per round

Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., 1 target. Hit: 14 (2d6 + 3) Bludgeoning damage and 6 (1d10) acid damage. On a successful hit the target is grappled and pulled 15 feet towards the creature

Bite. Melee Weapon Attack: +8 to hit (+14 is grappled), reach 5 ft., 1 target. Hit: 25 (3d10) piercing damage and 12 (2d10) poison Damage

Warriorelf

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