Large Monstrosity, Unaligned
Armor Class 9
Hit Points 49 (11d8 + 44)
Speed 30 ft.
STR
19 (+4)
DEX
9 (-1)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
5 (-3)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Berserk. Whenever the Abomination starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the Abomination attacks the nearest creature it can see. If no creature is near enough to move to and attack, the Abomination attacks an object, with a preference for an object smaller than itself. Once the Abomination goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Immutable Form. The Abomination is immune to any spell or effect that would alter its form.

Magic Weapons. The Abomination's weapon attacks are magical.

Actions

Great Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 4) slashing damage.

Description

A mercenary that has been twisted by Infernal magic. They are large amalgamations of flesh and steel, with their past lives ' weapons fused into their arms.

Monster Tags: monstrosity

griffmon2000

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