Large Fiend, Chaotic Evil
Armor Class 21 Natural
Hit Points 135 (18d8 + 54)
Speed 40 ft., Fly 90 ft.
STR
22 (+6)
DEX
15 (+2)
CON
19 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
23 (+6)
Saving Throws STR +11, WIS +7, CHA +11
Skills Insight +6, Perception +6
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 16
Languages Abyssal
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Innate Spellcasting. The Abomination's innate spellcasting ability is Charisma (spell save DC 18, +16 to hit with spell attacks). The Abomination can innately cast the following spells, requiring no material components:

3/day each: compelled duel, guiding bolt (as a 5th-level spell)

2/day each: daylight, fireball (as a 6th-level spell)

Magic Resistance. The Abomination has advantage on saving throws against spells and other magical effects.

If the abomination takes a fatal hit within 30 seconds it blows up causing 2d10 acid damage.

Actions

Multiattack. The Abomination makes four melee attacks or two at advantage. 

Longsword. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: (3d10 + 6) slashing damage,  plus 22 (5d8) fire damage.

NickLPC

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