Medium Construct, Neutral
Armor Class 13 Natural Armour
Hit Points 65 (10d10 + 20)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3, Stealth +4
Senses Darkvision 60 ft, Passive Perception 13
Languages All languages it knew in life, but can’t speak if it lacks the proper anatomy
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Abomination Feature. The abomination has one feature from the Abomination Feature table.

1

Many Limbs. The abomination has extra limbs - humanoid and/or animal. It has advantage on all checks made to grapple, and may use a bonus action to make two additional attacks.

2

Looong Limbs. The abomination has giant arms attached to its normal limbs. Its melee attacks have 10-ft. reach. If a creature enters the abominations reach, the abomination may make one attack, reducing the target's speed to 0 on a hit.

3

Bestial Hybrid. The abomination has prominent parts of a beast grafted to its humanoid body. It ignores any penalties to sight (lightly or heavily obscured), as long as it can still hear or smell the target, and has Natural Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning, piercing, or slashing damage

4

Scrabbling Claws. The abomination is a swarm of leftover body parts. It is a Medium swarm of constructs (living), and has Pack Tactics (MM pg. 195) and Swarm: the swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a humanoid hand.

5

Absolute Horror. The abomination is too terrifying to behold. It has the Horrifying Visage action (see MM pg. 147; DC 12 or DC 14 for Mandi; affects non-constructs instead of non-undead; no aging effect).

6

Body Bag. The abomination completely lacks a skeletal structure. It has the attack: Engulf. Melee Weapon Attack: +4 to hit, reach 5 ft., one Large or smaller creature. Hit: 11 (2d8+2) bludgeoning damage and the target is grappled (escape DC 14). Until the grapple ends, the target is blinded and unable to breathe, and the abomination can’t engulf another target.

Born in the Shadows. The abomination may use a bonus action to Hide.

Actions

Multiattack. The abomination makes two melee attacks.

Claws and Blades. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

Spare Limb. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 6 (1d8+2) bludgeoning damage.

TheNetherAngel

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