Large Monstrosity, Any Evil Alignment
Armor Class 15 natural
Hit Points 1175 (4d12 + 10)
Speed
STR
18 (+4)
DEX
16 (+3)
CON
11 (+0)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
Senses Truesight, Passive Perception 600
Languages All
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Disease Cloud Aura (Passive)
Gives Abominations a Disease Cloud aura that deals 1 damage per second for 120 seconds. Meat Wagons will cause Disease Clouds wherever they attack that deal 1 damage per second for 120 seconds to nearby enemy units. Undead are immune to Disease Cloud.

Advanced Unholy Strength Further increases the attack damage of Ghouls, Meat Wagons, Abominations, Skeleton Warriors, and Skeletal Mages.

Advanced Unholy Strength
Further increases the attack damage of Ghouls, Meat Wagons, Abominations, Skeleton Warriors, and Skeletal Mages.

Advanced Unholy Armor
Further increases the armor of Ghouls, Abominations, Skeleton Warriors, and Skeletal Mages.

 

Actions

Cannibalize
Consumes a nearby corpse to heal 15 hit points per second. It takes 33 seconds to fully consume a corpse.

 

 

Bonus Actions

.

Reactions

if it's standard on blighted ground it get a 2 x attack bonus to everything

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The twisted, mutilated bodies of the Abominations are comprised of multiple dead limbs and body parts from various corpses. These enormous warriors love to carve flesh and tear their enemies apart. The slow moving and slow-witted Abominations constantly drip blood behind them and smell like a disease ridden slaughterhouse. They carry large cleavers into combat and wield various sickle-bladed hooks on their disproportionate limbs.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

TheMythicBrewerKeon

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