Large Aberration, Neutral Evil
Armor Class 18
Hit Points 200 (6d20 + 120)
Speed 40 ft.
STR
20 (+5)
DEX
17 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
9 (-1)
CHA
5 (-3)
Saving Throws WIS +3
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Regeneration. The abberant gains 2d6 of health at the start of their turn unless they take fire or acid damage.

Crushing Jaws.  creatures grappled by the abberant's central jaw take 2d8 piercing damage at the start of their turn. creatures grappled by its auxiliary jaws take 1d8 piercing damage at the start of their turn.

Multiple Appendages. The abberant can grapple up to 3 targets.

Giant Hunter. The abberant deals double damage to creatures of sizes large and above.

Actions

Multiattack. The abberant can make three attacks. One with its bite, one with its claws and one smash.

Bite (Central Jaw). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (2d12 + 6) piercing damage. If the target is a creature, it is grappled (escape DC 18) unless it succeeds a DC 18 Dexterity saving throw. Until this grapple ends, the target is restrained, and the abberant can’t bite another target.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Smash. Melee Weapon Attack: All creatures within a 10 feet radius of the abberant must succeed a DC 17 Dexterity saving throw or take 2d8+6 bludgeoning damage.

Caustic Stream. Ranged Weapon Attack: +5 to hit, reach 25 ft. line. Hit: 10 (2d6 + 2) acid damage.

 

 

Bonus Actions

Bite (Auxiliary Jaws). Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the abberant can’t bite another target. This move can only be used right after a bite and cannot be used on the same target.

Chew. The abberation inflicts 2d8 piercing damage to a grappled creature. Target creature can perform a DC 20 dexterity, strength or con saving throw to free themselves, but if they fail, they take double damage.

Reactions

Grab. Creatures performing a melee attack on the abberant must succeed a DC 19 Strength saving throw or become grappled at the end of their turn.

Previous Versions

Name Date Modified Views Adds Version Actions
1/1/2023 9:29:23 PM
68
11
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Habitat: Urban

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