Huge Aberration, Typically Chaotic Neutral
Armor Class 17 Natural armour
Hit Points 205 (22d12)
Speed 60 ft., climb 45 ft., swim 45 ft.
STR
20 (+5)
DEX
12 (+1)
CON
22 (+6)
INT
18 (+4)
WIS
16 (+3)
CHA
26 (+8)
Saving Throws STR +12, CON +13, CHA +15
Damage Vulnerabilities Thunder
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Poison, Psychic
Senses Darkvision up to 300ft, Tremorsense Up to 30ft, Passive Perception 23
Languages The abductor can mimic any voice and speech mannerism of a creature it has subsumed as well as gaining that creatures knowledge on languages.
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Mind Breaking Sight. The sight of an abductor is always more than enough to madden the common folk. The first time a creature looks at an abductor, it must succeed a DC 15 Wisdom saving throw or suffer a short term madness from the Short Term Madness Table.

Freakish Abductor. While grappling or subsuming, an abductor does not incur movement or attack penalties. Additionally, the abductor may grapple a number of creatures equal to its Constitution modifier. It may subsume an unlimited amount of creatures so long as the condition is met for each of them.

Familiar Tormentor. When the abductor subsumes a creature, it gains their memories and the ability to speak in their voice as well as proficiency with tools and gaming sets that creature had.

Abhorrent Physiology. The sporadic physiology of an abductor makes it hard to know where to hit. If a creature lacks Truesight, Blindsight or Devils Sight, it makes all hit rolls against the abductor without modifiers.

Subsume. A creature, restrained by an abductor, below half health is eligible for subsuming, forcing the creature to make a DC 16 constitution saving throw. On a fail, the target creature incurs a -1 to constitution. When a creature reaches 0 constitution, they are fully subsumed, granting the abductor +1 to X of its Myriad of Hands legendary ability. A creature who is subsumed cannot be resurrected by any means except Wish. Incurred penalties to constitution last until a creature takes a long rest.

Spider Climb. The abductor can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The abductor makes 4 attacks per turn, two with Scything Talons, 1 with Biting Grasp, and 1 with Abhorrent Maw.

Biting Grasp. Melee Weapon Attack: One target creature of equal or smaller size within 10ft must succeed a DC 17 strength saving throw or suffer 15 (2d8+5) piercing damage and become restrained. This damage is repeated at the beginning of a restrained creatures turn until they escape by succeeding the strength saving throw as an action.

Scything Talons. Melee Weapon Attack: +10 to hit, reach 10ft, one target. Hit: 22 (2d10+8) slashing damage. Additionally, if this targets a restrained creature, deals an additional 5 (1d8) slashing damage.

Abhorrent Maw. Melee Weapon Attack: +14 to hit, reach 10ft, one target. Hit 22 (2d10+10) piercing damage. Additionally a target takes damage equal to one of its hit dice value. This effect is doubled against restrained creatures.

Bite. Melee Weapon Attack: +8 to hit, reach 10ft, one target. Hit 14 (2d8+6) piercing damage.

Legendary Actions

The abductor can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at end of another creatures turn. The abductor regains spent legendary actions at the start of its turn.

Myriad of Hands (Costs 2 actions). The abductor makes a number of attacks with its limbs equal to 1d10+2. All creatures within 10ft of the abductor must succeed a DC 10+X where X is the number of attacks dealt with this action. Creatures within 5ft of the abductor make the save with disadvantage. On a fail, a creature take Xd4+5 Slashing damage or half as much on a successful save.

Maddening Gaze (Costs 2 actions). Force a target creature who can see the abductor to make a DC 15 wisdom saving throw. On a fail, the target creature suffers a short term madness. If they were already afflicted by short term madness, they become afflicted with a long term madness.

Bite. The abductor makes a single bite attack, restoring health equal to half the damage dealt.

Adaptive Morphology. The abductor gains a resistance to the damage type that dealt the highest damage. This resistance lasts until the end of the abductors next turn.

Description

Spawning of an Abductor: 

What begins as a simple ache in the gut after drinking tainted water spreads throughout the body over the course of a week, welts and dry skin cover most of the creature as hair begins falling out towards the end of the first week. The second week begins the final stages as symptoms evolve to extreme weakness and an aversion to food and light as skin begins to peel and split, bones fracture, break and snap at the slightest force applied. All the while, psychological changes begin to occur, as intrusive and animalistic thoughts overtake the creature, leading to it slowly losing a sense of itself. By the end of the second week, the creature will have sought to isolate itself completely in the dark to begin its metamorphosis.

Over the course of three days, the creature's limbs split, its flesh and bone reshaped, an exponential growth in limbs and tissue lead to what is simply known as an abductor. Though its form is bare, it will use the knowledge and skills of its life prior to lure hapless prey for it to subsume, adding to both its physical form and its repertoire of information and skills with which to lure others.

Best described as a behemoth of flesh, bone and limbs. The abductor is an amalgamation of all the creatures it has subsumed but at the core, an aberration, preferring intelligent prey. From human, elves, dwarves, to even devils, dragons and celestials. all are prey. 

In combat, an abductor acts more so as an ambushing predator, luring creatures to it, tormenting them but ultimately, it seeks to always fight when it has the advantage, otherwise, merely stalking unseen. Typically, it will try and restrain as many creatures as possible and escape, making its way back to its lair taking many winding detours to lose pursuers. If forced to fight, it will target those with the lowest health first and will fight with reckless abandon.

It is theorized that to some extent, one can speak with an abductor and negotiate with it as though it were a person.

Lair and Lair Actions

A dark place, secluded, overgrown and ruined. An abductors lair is typically near sources of water and near settlements, from which it will prey upon the denizens of the area. The lair is covered in a variety of filth and gore, all tainted with myriad disease and parasite. A feeding grounds where it drags its unwilling prey, there they will be utterly incapacitated as carrion feeds off of them, weakening them until they can more easily be subsumed at a later date, all the while, the abductor continues to hunt prey.

Lair Actions

On initiative count 22 (losing initiative ties), the abductor takes a lair action to cause one of the following effects; the abductor can’t use the same effect two rounds in a row:

  • Hundreds of ravenous insects swarm to defend their food as 1d4+1 swarms of insects are summoned to assist the abductor. Each swarm has 25 hit points, 12 armor class (natural armor), vulnerability to fire. One bite attack: Melee weapon attack: +6 to hit, reach 0ft, One target in swarm's space. Dealing 5d4 piercing damage.
  • The abductor, though its lair appears chaotic, it is a meticulous trap in of its own, dampening the effects of all magic in the area. A loud rumbling roar resounds throughout the lair's gore which forces all interloping creatures to make a DC 14 wisdom saving throw, on a fail, the creature loses concentration on any spell it had, additionally a creature cannot cast spells until the beginning of its next turn.
  • With a jolt of life hinders and holds interlopers down as limbs seek to halt all ground movement making an escape, a near impossible affair. All creatures on the ground must succeed a DC 14 strength saving throw before making any movements, on a fail, that creature cannot move until the beginning of their beginning of their next turn.

Regional Effects

The region containing an abductor’s lair is tainted, which creates one or more of the following effects:

  • Water supplies nearby may be growing thinner and or tainted with gore rendering it undrinkable to the nearby populace and wildlife, a creature who drinks from it must succeed a DC 17 constitution saving throw. On a fail, that creature becomes ill with the Abductor Disease, an eldritch disease which will slowly convert the person, if they survive, into an abductor.
  • The local populace will be very wary of their surroundings, growing paranoid as they receive letters written from recently departed family and friends, receive gifts and trinkets reminiscent of their past. All of that is a ruse meant to wear down prey, using absorbed knowledge and skills to torment the people until they go mad.
  • The uneasy feeling of being stalked is all too real in the locale around the abductor, so much so it distracts, causing a loss in modifiers for perception checks relying on sight and investigating checks performed in the area.

If the abductor dies, the water clears in about one week, the madness, depends on the people affected.

Previous Versions

Name Date Modified Views Adds Version Actions
10/27/2022 5:42:45 AM
15
1
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Coming Soon

Monster Tags: aberration

Habitat: ForestSwampUnderdarkUrban

Zerglingtickler

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