Aura of Fear: Any creature who starts their turn within 15 feet of the Abyssal Abomination must make a WIS Saving throw (DC 15) or become frightened. The creature can make a saving throw at the end of each of its turns. Once the creature saves, it is immune to being frightened by this creature for 24 hours
K'varn's blessing : at the start of its turn it heals 10 hit points
MultiAttack. The Abyssal Abomination can make 3 attacks per round (2 with it's tentacles and one bite)
Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., 1 target. Hit: 14 (2d6 + 3) Bludgeoning damage and 6 (1d10) acid damage. On a successful hit the target is grappled and pulled 15 feet towards the creature
Bite. Melee Weapon Attack: +8 to hit (+14 is grappled), reach 5 ft., 1 target. Hit: 25 (3d10) piercing damage they take an aditionally 12 (2d10) poison Damage
Poison Gills (Recharge 5–6). The Abyssal Abomination releases poisonous gas at each creature in a 10 foot radius around it. Each creature in that area must make a DC 14 Constitution saving throw, taking 25 (5d10) poison damage on a failed save, or half as much damage on a successful one.
Description
You see a humanoid form. Looking at the body and the torso, it looks elven. Its very thin
and gaunt legs dangling as four giant, jagged-looking tentacles sprout from both sides of
its torso, holding it aloft. These blank, white eyes shooting around in
different directions spontaneously, with this maddening look. Whatever this is is clearly insane
and is currently driven on some sort of hunger bloodlust. The stitch marks you see across its
body are very reminiscent of the earlier abominations that you saw, created by K'varn.
this creature statblock and all info is all thx to Matthew Mercer, and was used in episode 8 glass and bone of campaign one of vox machina
Lair and Lair Actions
sea of glass and bone : the creatures lair is covered in bits and pieces of volcanic glass and crumbled bones of it's many victims. any creature that ends its turn standing on the sea of glass and bone needs to make a strength saving throw DC 12. on a fail the creature becomes restraint and is slowly being pulled down by skeletal hands.
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