Large Undead (Any Race), Neutral Evil
Armor Class 12 Natural Armour
Hit Points 36 (6d12 + 2)
Speed 20 ft., Abominations are usually slower than the average human mostly because of mismatched feet and their weight but they make up for that in sheer aggressive speed.
STR
18 (+4)
DEX
5 (-3)
CON
14 (+2)
INT
8 (-1)
WIS
6 (-2)
CHA
3 (-4)
Saving Throws STR +6
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 100ft, Passive Perception 9
Languages Knows no languages but can telepathically communicate with other undead
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Abominable Strength. the Abomination will have advantage on all strength based checks and saving throws.

Undead Fortitude. If damage reduces the Abomination to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Abomination drops to 1 hit point instead.

Charging Slamthe Abomination may take the charge attack action and then immediately  take the slam attack action.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., # target. Hit: 2 (2d10 + 6) bludgeoning  damage. 

Bite. Melee Weapon Attack: +4 to hit, reach 3 ft., 1 target. Hit: 1 (1d8 + 6) piercing  damage.

Charge. Melee Weapon Attack: +4 to hit, reach 20 ft. 1 target. Hit: 1 (1d10 + 6) force damage and knock the target back 5 ft and knock it prone.

Description

The Abomination is a hulking mass of stitched up pieces of flesh and bone stuck on a reanimated body of any species.

Monster Tags: undead

Habitat: SwampUrban

GrimlockIronHand

Comments

Posts Quoted:
Reply
Clear All Quotes