Aberrant Fortitude when this creatures hit points are reduced to zero, it makes a constitution save, DC 5+ damage taken on the killing blow. Upon success it revives with 1d8 hitpoints
Unnatural Connection The Abomination has an otherworldly tether to other aberrations formed from the same dark magic. Any allied aberrations within a 30 foot sphere of the Abomination gain one extra Claw attack as a bonus action. Any damage dealt to the Abomination is redirected to a random aberration within the 30 foot sphere.
Claw +2 to hit, 1d4 slashing dmg
Multiattack The Abomination can make two attacks per turn
Bone Sword +5 to hit, 1d8+4 slashing dmg, melee
Skewer +5 to hit, 1d4+4 piercing dmg, rng 60ft, on hit CON save DC 13 on fail target movement speed is zero until the end of its next turn. It can use its action to remove the bone skewer holding it in place.
Shield Slam The Abomination strikes one opponent in melee range with its shield. The target must succeed on a strength saving throw DC 13 or be knocked prone
Leap The Abomination leaps up to 20ft in a single direction, it can clear obstacles up to 10ft in height.
Shield Counter The Abomination can make a melee attack with its shield once per round as a reaction when hit by a melee attack. +5 to hit, 1d4 bludgeoning dmg, opponent is shoved backwards 10ft and must make a strength save DC15 or is knocked prone.
Description
The remains of many creatures pulled together and animated by dark magic. The Abomination is much deadlier than the smaller aberrations of this type, and is even deadlier when near its aberrant brethren.