Regeneration. The abomination regains 15 hit points at the start of its turn. If the abomination takes radiant or necrotic damage, this trait doesn't function at the start of the abomination's next turn. The abomination dies only if it starts its turn with 0 hit points and doesn't regenerate.
Grasping Tentacles. The abomination can have up to three to six tentacles at a time depending on the level of aberrant mutation. Each tentacle can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tentacle deals no damage to the abomination, which can extrude a replacement tentacle on its next turn. A tentacle can also be broken if a creature takes an action and succeeds on a DC 19 Strength check against it.
Aberrant eyes: The abomination have dozens of eyes that can see the material and etherial plane. As a consecuence they can see the invisible and have a vision of 360º, so they cant be taken by surprise.
Aberrant mutation: The abomination will consume all living creatures that cross its path. Creatures consumed by an abomination will trigger a mutation when the total maximun hp consumed reaches certain thresholds:
- 100 to 250 hp: The abomination grows another tentacle.
- 250 to 1000 hp: The abomination increases its maximun Hit points to 500 and grows to Huge size and increases the damage of the tentacles to 3d12.
- 1.000 to 5.000 hp: The abomination grows another tentacle.
- 5.000 to 25.000 hp: The abomination reaches 700 Hit points and its regeneration increases to 25 hp/turn
- More than 25.000 hp: The abomination grows another tentacle.
Multiattack. The abomination makes an attack with each tentacle, uses Reel, and makes one attack with its bite.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 6) piercing damage.
Tentacle. Melee Weapon Attack: +11 to hit, reach 50 ft., one creature. Hit: 18 (2d12 + 6) The target is grappled (escape DC 19). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the abomination can't use the same tentacle on another target.
Reel. The abomination pulls each creature grappled by it up to 25 feet straight toward it.
Hollow mind (Recharge 6). Range 300 feet, the abomination can use a powerfull psychic blast that requires two turns to prepare in which the abomination suffers a -10 penalty to attack rolls with the tentacles. In the third turn the abomination releases the blast forcing everyone to pass a wisdom save check of 16, or will lose an amount of intelligence and wisdom equal to the degree of failure. If a creature reaches 0 in any of the stats it gets "possesed" by the abomination and will try to reach it to feed the abomination with their bodies.
Description
Probably there is no better name that abomination to describe this aberrant creatures. They are commonly known by occultist as the seeds of the old ones, the eldritch deities from the far realm. parasites from their unholy bodies that felt into the world. They are shapeless flesh nightmares full of teeth, eyes and tentacles that are in constant mutation. Their flesh is rotten, covered in purulent sores that emanate a fetid stench.
Their size is around 10 to 15 feet long, but they can grow five times that size by festing on the corpes of their victims. As many other aberrations these creatures remain in the underdark or travelling the astral sea and because of that their nests are usually sealed by elven or drow magic, merely to prevent them to eat entire populations.
Behaviour: The sole purpouse of an abomination is to devour anything that crosses their path, and after that these creatures leave only a trail of blood, debris and ashes. Even if they seem to be intelligent, an abomination lacks a real mind, they are more a collective hive mind of pure madness driven only by hunger.
In combat, these creatures prefer to attack groups of people to eat them as they grow quickly in power by feasting on their preys. They are surprisingly fast creatures that can grab and consume multiple living beings in a matter of seconds. Abominations usually will prioritize big groups of weaker creatures over individuals or small groups, and even if they are not "smart" by mortal standards they can recognise danger so they will pull back until they have consumed enough matter to be a threat.
Quest: The missing citizens.
An old church in the city is going to be demolished and rebuilt into a new temple, but in the process a few of the seals that imprison an abomination have been damage. Although the creature is still asleep it has started to feast on citizens at night using its tentacles through the sewers. The city guards have found ponds of flesh and blood in some streets, however they are announcing every corpse as the work of a lunatic. Some of them are aware that this is the work of something more dark than a crazy mind and are looking for a group of experts that can look into this matter as a cover operation.
To make things worse, a sect of third rate occultist thinks that what is happening is their work as they wrongly believe that they summoned a demon in the city and is demanding human sacrifices to fulfill their desires. For that reason they have started a series of ritualistic murders that serve as a red herring for the adventurers.
Previous Versions
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9/26/2022 11:00:03 AM
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