No Spells
Appendage Strike. Melee Weapon Attack: +12 to hit, reach 5ft., 1 target. Hit: 20(2d8 + 8) Piercing damage.
Extended Appendage Strike. Melee Weapon Attack: +8 to hit, range 10/20 ft., 1 target. Hit: 16 (2d8 + 4) Bludgeoning damage.
Special Attacks via Absorbed Parts - Dragon Appendages
- Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (2d10 + 8) piercing damage plus (2d6)fire damage.
- Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: (2d6 + 8) slashing damage.
- Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: (2d8 + 8) bludgeoning damage.
- Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Special Attacks - Giant Spider Appendages
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC: 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
- Web - Recharge 5. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC: 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Form Shift: It can form a new limb or appendage based on a creature it has absorbed.
Creatures it has currently absorbed:
Adult Red Dragon, Giant, Gigantic Spider.
Malleable Form: As a reaction, the creature can shift it's form to avoid an attack that will hit.
Bonemold: As a reaction, Abomination can shift the hardness and thickness of it's flesh in order to give itself an additional +2 AC until it's next turn (can not be stacked; this can also be used to deflect an oncoming attack)
Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
Detect: The Dragon makes a Wisdom (Perception) check.
Tail Attack: The Dragon makes a tail Attack.
Wing Attack (Costs 2 Actions): The Dragon beats its wings. Each creature within 10 ft. of the Dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The Dragon can then fly up to half its flying speed.
None.
Description
An amorphous, dark violet blob that shifts with ligaments, bones, and various muscles. It only takes on a form when it can discern how best to counter an enemy or prey.
It has been known to shift its form to fit other creatures or even graft other creatures parts, limbs and attachments in order to give itself advantage for its survival
Lair and Lair Actions
None.
Previous Versions
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Coming Soon
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