Large Monstrosity, Lawful Evil
Armor Class 16 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 30 ft.
STR
19 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws DEX +3, CON +6, WIS +4, CHA +5
Skills Arcana +5, Deception +5, Perception +4
Senses Darkvision 60 ft., Passive Perception 14
Languages Telepathy
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. The abomination's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

At will: darkness, invisibility

1/day each: charm person, dimension door, sleep

Recharge 5-6: burning hands

Magical Attacks. The abomination's claw attacks are magical.

Regeneration. The abomination regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The abomination makes two claw attacks

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Change Shape. The abomination magically polymorphs into a Small or Medium humanoid, or any beast whose challenge rating 7 or lower. Other than its size, its statistics are the same in each form.

 

Habitat: ForestUrban

bigwhiskey74

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