Blind Sight: Abominations see using other magical senses, not having eyes at all their tongues pick up magical vibrations in the air much like a snake detects heat. They can see creatures up to 60ft.
Overgrown Form: The abomination has muscle tissue that has overgrown its entire form. Protecting vital organs and weak points. Because of this critical hits on an abomination only hit for base damage.
Alert. The abomination can not be surprised, and do to its unique senses, the abomination cannot be effected by sneak attack damage.
Unnatural Weapon: The Abomination swings its club like arm of overgrown tissue at a target. Melee +5 to hit, Reach 5ft., 1d8+3 bludgeoning damage. On a hit the target must make a DC 12 STR Savings Throw, on a failed save the target is grappled.
Mind Shattering Shriek. Abomination lets out a loud shriek. This shriek can be heard in the mind of all creatures within 25ft of the abomination. All effected creatures must make a DC 12 CON Saving Throw. On a failed save each creature takes 3d6 Psychic Damage. If the creature fails by more than 5 the creature is knocked prone and incapacitated. On a successful save damage is reduced by half.
Multi-Attack. The abomination may use one Unnatural Weapon attack and one Mind Shattering Shriek per turn.
Description
Once an innocent half-elf or half-orc, abominations are creatures twisted by the magical plague that runs rampant over Shaoghul. Looking like a nightmare inducing cross of a hound and a gorilla, covered completely by exposed muscle fibers with the exception of its gaping maw of gnashing teeth, the abominations are fierce, unintelligent monsters that only know one purpose: destruction. They attack without hesitation, and do not stop until their target is dead, or they themselves leave the material plain.
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