Large Monstrosity, Typically Chaotic Evil
Armor Class 16 Natural Armor + Current Dex
Hit Points 175 (17d10 + 82)
Speed 30 ft., burrow 30 ft. (Only when active), climb 30 ft. (Only when active), fly 30 ft. (Only when active), swim 30 ft. (Only when active)
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
14 (+2)
CHA
8 (-1)
Skills Intimidation +9, Stealth +9
Damage Vulnerabilities Necrotic
Damage Immunities Acid
Senses Blindsight 300 ft, Darkvision (150 ft bright, 150 ft dim), Passive Perception 20
Languages All (Any that it hears for at least 1 minute) It can adapt to learn any language, but it takes one minute of listening to that language before it can speak it.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Rapid Adaptability. The Abomination of Flesh can shift its form until it becomes the perfect weapon against whatever it is facing.

-Saving Throw Adaptation: Due to its nature, Flesh Abominations can change what saving throws they are proficient in. They can choose 3 saving throws, whichever two are most useful to it against the current threat. Every turn, it can choose a new saving throw to be proficient in (still to a max of 2). This takes a reaction or bonus action.

-Ability Score Adaptation: As the Abomination shifts forms, its ability scores do the same. Every turn, it can increase an ability score (except Wisdom and Intelligence) by up to 4 and decrease one the same amount. It cannot increase an ability score past 24 or below 4. This takes its reaction or bonus action.

-Size adaptation: As an action, the Abomination can either condense or inflate into a different size category. If it shrinks from Large to Medium, its Dexterity increases by 2 and its Strength and Constitution decreases by 2. It also gains a +2 to its Armor Class. If it inflates from Large to Huge, its Strength and Constitution increases by 2 and all melee attacks deal an extra 1d10 damage. Its Charisma and Dexterity decreases by 2 and Armor Class decreases by 1.

-Weapon Adaptation: Through altering its form, the Abomination gains the ability to do a wide variety of attacks. It can have up to 3 attack options at once. As a bonus action or reaction it can switch out one attack for another.

 -Movement Adaptation: This kind of adaptation requires much more effort on the Abomination’s part. It can have 2 movement types at a time and takes  10 minutes to switch them out. All movement types count as 30 feet.

 

Actions

Multi-Attack: The Abomination of Flesh can make two attacks and use its Frightful Presence ability.

Frightful Presence. All creatures that can see the Abomination must make a DC 15 Wisdom saving throw or become frightened of it for 1 minute. At the start of every turn, the victim can repeat the saving throw. Once a successful saving throw has been made, it is immune to all Frightful Presence abilities from Abominations of Flesh for 24 hours.

Bite. Melee Weapon Attack: +(Dex/Str + 4) to, reach 5 ft., one target. Hit: varies (2d10 + 4) Piercing damage and 4 (1d6) Acid damage. On a hit, the target must make a DC 15 Strength saving throw. On a failed save, that creature is swallowed. While swallowed, you are blinded, deafened, and restrained. Once the Abomination is killed or 75 damage is dealt to it, you are released. At the start of each of your turns, take 15 (3d8) acid damage. If a creature dies in this way, they are consumed by the Abomination. It regains hit points equal to the victims Hit Point Maximum and all of its stats increase by 1. A creature killed in this way can’t be revived by any means short of a Wish or True Resurrection spell.

Tentacles. Melee Weapon Attack: +(Dex + 4) to hit, reach 10 ft., one target. Hit: varies (2d10 + Dex) Piercing damage and 4 (1d6) Acid damage. This attack ignore all forms of cover except full cover. Also, due to the extreme flexibility of these tentacles, the AC bonus provided by shields is negated.

Caustic Spit. RangedWeapon Attack: +(Dex + 4) to hit, range 30/90 ft., one target. Hit: varies (2d10 + Dex) Acid damage.

Flesh Club. Melee Weapon Attack: +(Strength + 4) to hit, reach 5 ft., one target. Hit: varies (3d10 + Str) Bludgeoning damage.

Charge! Melee Attack: All creatures 20 feet in front of it must make a DC 18 Dexterity saving throw. On a failed save that creature takes d8 bludgeoning damage equal to the Abomination’s strength modifier and is knocked prone. On a successful save the damage is halved and the creature is not knocked prone. It can only do this once every other turn.

Bonus Actions

Saving Throw Adaption. See the Rapid Adaptability section.

Ability Score Adaption. See the Rapid Adaptability section.

Weapon Adaption. See the Rapid Adaptability section.

 

Reactions

Saving Throw Adaption. See the Rapid Adaptability section.

Ability Score Adaption. See the Rapid Adaptability section.

Weapon Adaption. See the Rapid Adaptability section.

 

Description

Round, pink mounds of flesh and bones that walk on four blobby legs with far too many knees. These horrific creatures mold their body’s into shapes that will be the most advantageous to them in the moment. They create their lairs deep in the most foul of marshes, where they build themselves an army of weaker creatures to defend the lair. Don’t kill them quick enough, and soon you’ll be added to the Abomination’s mass.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

  • The Abomination knows when someone has entered it lair and throws obstacles (use your imagination to shape the form of said obstacles) in their way in order to stall them long enough for it to see how they fight and adapt accordingly. It can use any of its Rapid Adaptability abilities.

Regional Effects

The region containing an Abomination of Flesh’s lair is usually plagued with frequent human and livestock disappearances, which creates the following effects:

  • Every village within 5 miles experiences a mysterious human disappearance every 1d4 days.
  • Every village within 3 miles has livestock disappearing without a trace each day.

If the Abomination of Flesh dies, these effects fade within the day of its death.

GarithZandier

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