Light Sensitivity. While in bright light, the abomination has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Change Anatomy. As a bonus action, the abomination can change between its bipedal and quadrupedal forms. In its bipedal form, the abomination's walking speed is 30, it has a climbing speed of 30, and it can take the grasp attack. In its quadrupedal form, the abomination's walking speed is 45, it doesn't have a climbing speed, and it can take the bite attack.
Multiattack. The abomination uses its Frightful Presence and makes one melee attack.
Grasp (Bipedal). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage. If the target is Medium or smaller, the target is grappled (escape DC 18). Until the grapple ends, the target is also restrained, and takes 12 (1d12 + 6) bludgeoning damage at the start of their turn. The abomination has two arms, and each of which can grapple a creature.
Bite (Quadrupedal). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) piercing damage. The target must make a DC 17 Constitution saving throw or become poisoned for one minute. While poisoned, the creature gains 1 level of exhaustion. At the end of each of the target's turns, it can repeat the saving throw, ending the poison and exhaustion level on a success.
Frightful Presence. Each creature of the abomination's choice that is within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the abomination's Frightful Presence for the next 24 hours.
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