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
Comments