Gargantuan Aberration, Unaligned
Armor Class 14 natural
Hit Points 347 (33d20)
Speed
STR
21 (+5)
DEX
21 (+5)
CON
25 (+7)
INT
12 (+1)
WIS
15 (+2)
CHA
1 (-5)
Saving Throws STR +9, DEX +9, CON +11
Damage Vulnerabilities Necrotic
Damage Immunities Psychic, Radiant
Condition Immunities Charmed, Frightened, Petrified
Senses Unknown, Passive Perception 4
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Pilotable. When An entry plug is inserted into this creature if the synchronization rates are high enough they have full control over this creature. if synchronization rates are low or the Aberrant unit is unwilling the pilot and Aberrant unit must make a contested wisdom check. to take control.

Healing factor. At the start of its turn if the Aberrant unit has at least 1 hp it regens 1d10 hp

Psychic Terror Feild. The aberrant unit can cast shield at will As a reaction when the Aberrant Unit would take damage it can roll 3d20 and reduce the damage by that much,

Actions

Recover. The Aberrant Unit can remove one status effect afflicting it 

Tear. Melee Weapon Attack: +6 to hit, reach 12 ft., 1 target. Hit: 28 (8d6) [Bludgeoning] damage. 

Psychic Scream. Ranged Weapon Attack: +5 to hit, range 14/30 ft., 1 target. Hit: 26 (6d6) [Psychic] damage.

Bonus Actions

Psychic Tear. When interrupted by a Psychic Terror Feild you can roll 3d20 to counter the reduction effect of the Psychic Terror Feild

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Angelabberationconstruct

Quarryon

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