Huge Undead, Any Evil Alignment
Armor Class 9 Natural Armor
Hit Points 150 (12d12 + 72)
Speed 30 ft.
STR
23 (+6)
DEX
9 (-1)
CON
22 (+6)
INT
8 (-1)
WIS
10 (+0)
CHA
9 (-1)
Saving Throws STR +10, CON +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 10
Languages Common Understands the languages of its creator
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

 Endless Hunger. The abomination seeks to consume corpses of humanoids, beasts, monstrosities, and other undead to maintain its grotesque mass. For every 50 pounds of flesh or 20 pounds of bone the abomination consumes, it regains 9 (1d6+6) hit points.

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

Actions

Multiattack. The golem makes two meat cleaver attacks and one meat hook attack.

Meat Cleaver. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Meat Hook. Ranged Weapon Attack: +10 to hit, reach 30 ft., one target. Hit9 (1d6 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed a grapple contest with the abomination. On a failure, the creature is grappled by the abomination's meat hook. If the meat hook currently has a creature grappled, the abomination instead uses its Reel In Prey action in place of this attack.

Reel In Prey. The abomination pulls on the chains of its meat hook, pulling a grappled creature that is Large or smaller up to 15 ft. towards it. If Large or smaller creature is grappled by the abomination within 5 ft., the abomination instead uses its Devour action instead of its Multiattack action.

Devour. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the abomination. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the abomination, and it takes 16 (3d10) acid damage at the start of each of the abomination's turns.

If the abomination takes 20 damage or more on a single turn from a creature inside it, the abomination must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the abomination. If the abomination dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

Description

Abominations such as these are grotesque patchwork creatures that are created by powerful necromancers. Their flesh is magically sewn, bolted, and plated together to contain its grotesque mass. As they sustain damage, they seek to consume more flesh to repair themselves.

These patchwork abominations never truly exist of their own accord and are taxing to create, so they are typically accompanied by a necromancer that they regard as their master. Abominations have a limited sentience, but they also have an unwavering loyalty to their masters, and will do as they are commanded without hesitation. For this reason alone, they make for better servants than even a small battalion of mindless undead.

Monster Tags: undead

VarnathinIronhammer

Comments

Posts Quoted:
Reply
Clear All Quotes