Abomination
Spellcasting. The Abomination is a 1st levil spellcaster. Its spellcasting ability is 12 (spell save DC 15, +2 to hit with spell attacks). The Abomination has the following necromancer spells prepared:
Cantrips (at will): Toll the dead, sapping sting
1st level (4 slots): inflict wounds, cause fear
Necrotic Claw
Action Melee Attack. Melee Weapon Attack: +2 to hit, reach 6 ft., 2 targets. Hit: 16 (2d8 +2 [slashing damage, 2d6+2 necrotic damage).
Afflicting bite. Bonus action: melee attack, +2 to hit, reach 6 ft., 2 targets. Hit: 16 (2d8+2 peercing damage and 2d6+2 necrotic damage) The creature the Abomination targets must succeed on a constitution saving throw (DC 16) or be afflicted with the Abomination curse. Every long rest, each stage of the transformation in the description will happen. The curse can be removed with a remove curse spell. The abomination once completely transformed cannot be turned back into a humanoid.
(Made up reaction) Abyssal Scream
The creature the Abomination targets must succeed on a wisdom saving throw (DC 15) or have fear until the Abomination's next turn
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
An Abomination is the result of a humanoid who's either infected with a magical affliction or who is cursed by an evil magic user, such as a necromancer or even a Lich. The affliction/curse transforms the humanoid into a brutish but still intelligent version of themselves.
"Abominations. Once kind and caring humans are now grotesque monstrosities of death and gore. I call these Abominations because they just simply are abominations. Oh my, just thinking of them makes me want to scream like a Banshee."
Iceous Hellsword, a warlock, as he prepares to fight a small pack of Abominations.
Physical Description
An Abomination's average height is around 6 ft 3. An Abomination is a brutish, muscular, thick-skined, pail humanoid creature. There heads are bald, in fact, there intire bodies are completely hairless except for thick eye brows. There faces are horibly disfigured, missing one eye and having a short "snout" of sorts that is crooked. In there mouthes are decaying, jagged teeth. There hands became narled claws and there muscles are larger than a human's. There skin is pail and tightly pulled over there skeletons. They ware ripped clothing and rarely ware any type of shoes. Three short spines extend from there backs.
Where They Can be Found and Who They Serve
Abominations can be found with Liches, as Liches prefer them as there soldgers in combat.
Combat
Abominations can both attack with there claw-like hands and with a basic array of spells.
Behavior, Ecology and Society
Abominations are selfish and only care about perfecting there humanoid forms and magic. They are vicious killers and just stop at nothing to complete the task they are assigned. They usually are solitary but sometimes form small groups of 4-6 members. The tallest and most built of them all is the alpha. The meedium built and shorter ones are the beta ones and the abominations that get into melee combat. The smallest ones are the ranged strikers and the backup members if the other one is down.
Transformation
There is an arcane ritual to create an Abomination, or an Abomination can just infect them by biting the humanoid and afflicting them with the abomination curse. Either way, the transformation is the same. 1st, the victum's hair all over the body falls off. 2nd, there hands and feet disfigure and become narled claws. 3rd, there eye falls out and there facial bones breake and reshape eregularly into a shortened snout like an ogre's. Finally, there skin grows pail, there teeth start decaying, spines extend from there backs, there skin pulls tightly over there bones, and there muscles buldge and grow larger. The resulting creature is nasty and has almost completely lost its mind.
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.
Comments