Terrifying. At the start of the battle, the characters roll a DC 14 constitution check. On a failed check, the character is frightened.
Retry. The Abomination can retry an attack if it misses. This can only happen three times in a fight.
Crushing Spikes. Melee Weapon Attack: +5 to hit, reach 10 ft., 2 targets. Hit: 2d6 + 3 slashing damage.
Empowered Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 1d8+2 piercing damage.
Laser. Ranged Weapon Attack: +6 to hit, range 150 ft., 1-3 targets. Hit: 1d8+3 lightning damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The evil Abomination haunts the ruins of the Neon City. After wrecking buildings and killing all the inhabitants, it settled down, not worried about being killed. Its assistants, glowcats, paint disturbing graffiti to ward of heroes.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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