Gargantuan Undead, Chaotic Evil
Armor Class 13 (natural armor)
Hit Points 330 (20d20 + 120)
Speed 50 ft.
STR
27 (+8)
DEX
7 (-2)
CON
23 (+6)
INT
1 (-5)
WIS
6 (-2)
CHA
6 (-2)
Saving Throws STR +15, CON +13, WIS +5, CHA +5
Skills Perception +5
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 15
Languages understands Common and Giant but can't speak
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Body of Corpses. Whenever the abomination moves into or starts its turn in a space containing a dead creature of size Large or smaller, the corpse becomes trapped in the abomination's body. Any creature reduced to 0 hit points by one of the abomination's melee attacks or actions also becomes trapped within it.
    A corpse trapped in the abomination is part of its body. It can't be used for resurrection magic, and it becomes a zombie after 1d4 hours. A living creature that is trapped in the abomination is grappled by the abomination (escape DC 18) and takes 16 (3d10) piercing damage and 13 (3d8) necrotic damage at the end of each of its turns. While grappled, it is restrained and blinded, and has total cover from everything except the abomination. Ability checks to escape this grapple have disadvantage. On a success, a creature escapes from the abomination and enters an unoccupied space of its choice within 5 feet of the abomination. When the abomination dies, all living creatures trapped in its body are released to unoccupied spaces within 10 feet.

Clumsy Fall. Whenever the abomination falls prone, it takes 22 (4d10) bludgeoning damage and 10 (4d4) prone zombies appear in random unoccupied spaces within 15 feet of the abomination.

Internal Skeleton (Mythic Trait; Recharges after a Short or Long Rest). If the abomination is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, the abomination regains 330 hit points and immediately uses its Spin Loose mythic action. For the next 1 hour, the abomination's skeleton is revealed, and any creature that ends its turn within 30 feet of the abomination must succeed on a DC 18 Wisdom saving throw or be frightened of the abomination until the end of that creature's next turn.

Legendary Resistance (3/Day). If the abomination fails a saving throw, it can choose to succeed instead.

Siege Monster. The abomination deals double damage to objects and structures.

Turn Immunity. The abomination is immune to effects that turn undead.

Undead Horde. When the abomination causes a zombie to appear, the zombie is allied with the abomination and it doesn't have the Undead Fortitude trait.

Actions

Multiattack. The abomination makes three slam attacks.

Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage plus 9 (2d8) necrotic damage, and 1 (1d4 - 1) zombies appear in unoccupied spaces within 5 feet of the target.

Fling Corpses. The abomination swings its arms and hurls loose bones and corpses at a 30-foot cube area that it can see within 150 feet. Each creature in the area must succeed on a DC 18 Dexterity saving throw or else take 22 (4d10) bludgeoning damage and 9 (2d8) piercing damage. Structures in the area take this damage automatically. Then, 10 (4d4) prone zombies appear in random unoccupied spaces within the area.

Legendary Actions

The abomination can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The abomination regains spent legendary actions at the start of its turn.

Charge. The abomination moves up to its speed in a straight line without provoking opportunity attacks. Each creature that is within 5 feet of the abomination at any point during its movement must succeed on a DC 18 Strength saving throw or be knocked prone.

Grasping Corpses. One creature within 5 feet of the abomination must succeed on a DC 18 Dexterity saving throw or be pulled into the abomination's body and become trapped by its Body of Corpses trait.

Slam Attack. The abomination makes one slam attack.

Wild Flinging (Costs 2 Actions). The abomination uses its Fling Corpses action.

Mythic Actions

If the abomination's mythic trait is active, it can use the options below as legendary actions for 1 hour after using its Internal Skeleton trait.

Rampage. The abomination makes two slam attacks.

Tumble. The abomination moves up to its speed in a straight line without provoking opportunity attacks. When it does so, it can move through enemy creatures' spaces. Each creature within 5 feet of the abomination at any point during its movement must succeed on a DC 18 Dexterity saving throw or be knocked prone and take 22 (4d10) bludgeoning damage plus 9 (2d8) necrotic damage. 10 (4d4) zombies appear in random unoccupied spaces the abomination moved through.

Spin Loose (Costs 2 Actions). The abomination uses its Fling Corpses action, except the area it affects is the entire area within 150 feet of the abomination, and five times as many zombies appear within the area.

Description

Legends speak of depraved necromancers from long ago who sought to create an undead monster that went beyond anything that any necromancer had ever created. Combining their efforts, they built the largest monster anyone had ever seen, using their necromancy to fuse hordes upon hordes of corpses into one singular entity. The creature they created was more powerful than any of them had anticipated, and the thousands of corpses involved in its creation made it impossible for them to control or command. The necromancers were among the hulking abomination's first victims, absorbed like all the others into the creature's corpse-body.

Unliving Horde. A hulking abomination is made out of a horde of individual zombies that are all physically connected to each other, shaped into a massive body that usually takes the form of a gigantic humanoid. The zombies are sometimes grafted to each other or forced together by a cursed metal cage, but often they simply hold tightly to each other. While the zombies are held together, the unholy magic that moves the abomination also binds their minds and wills together, forming one coherent undead hive-mind. Any corpses that get caught in the abomination's body, such as those victims who it crushes, are quickly animated by its cursed magic and become just another zombie in the horde.

Endless Wandering. Since it cannot be controlled or commanded, a hulking abomination will never stay in a single place for very long. Its hive-mind is formed out of many different minds that each seek to wander in their own aimless direction, looking for living things to harm. As a result, the abomination is eternally restless, unable to linger anywhere that isn't teeming with living things to attack. Even well-populated areas such as towns and cities do little more than slow down the rampage of a hulking abomination, since the creature is able to kill and destroy even as it moves, thanks to its size.

Undead Nature. A hulking abomination doesn't require air, food, drink, or sleep.

The Abomination as a Mythic Encounter

A hulking abomination serves as an extremely formidable foe even for higher-level characters, but if you wish to make the battle even more imposing, you can have the abomination use its Internal Skeleton mythic trait. The use of this trait signals a change in the pace of the encounter, as the huge undead monster shakes off most of its loose zombies and reveals its unencumbered, rampaging skeleton within. While this trait is active, the abomination can choose one of its mythic actions when it uses a legendary action.

You might foreshadow the abomination using its mythic trait by describing glimpses of gigantic bones underneath the hordes of zombies when characters are injuring the abomination. Read or paraphrase the following text when the abomination finally uses its Internal Skeleton trait:

"The gigantic undead monster spasms and emits a loud and dreadful roar from somewhere within its body. A mouth full of giant teeth opens across its head, and zombies fall from its face, revealing an enormous skull lurking inside. The monster throws a horde of zombies off its body, revealing its skeleton as it begins to rampage uncontrollably."

Fighting a hulking abomination as a mythic encounter is equivalent to taking on two challenge rating 23 creatures in one encounter. Award a party 100,000 XP for defeating an abomination after it uses its Internal Skeleton trait.

 

Monster Tags: undead

BenevolentEvil

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