Medium Aberration, Chaotic Evil
Armor Class 14 Natural armor
Hit Points 48 (4d12 + 24)
Speed 25 ft.
STR
14 (+2)
DEX
10 (+0)
CON
18 (+4)
INT
5 (-3)
WIS
9 (-1)
CHA
3 (-4)
Saving Throws CON +6, WIS +1
Skills Athletics +5, Survival +2
Damage Vulnerabilities Cold
Damage Resistances Acid, Poison
Damage Immunities Necrotic
Condition Immunities Frightened, Poisoned
Senses Blindsight 60 ft. , Passive Perception 11
Languages Infernal (understands but can't speak)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Conjoin. At any time, an Ungodly Abomination can conjoin to any other of its type. The creature it attaches to heals itself by the amount of hp that the original Ungodly Abomination possessed before conjoining itself. The two creatures then become one, and gain a total amount of tentacles equal to the sum of each of their previous amount of tentacles combined. This costs 10 feet of movement.

Malleable Flesh. When attacked with any weapon that does piercing damage, the weapon shall stay attached to the creature. It takes an action to remove, with a  strength check of DC of 13. If what pierces it is a piece of ammunition, failure to meet a dexterity check of DC 12 will result in it breaking.

Reactive Tentacles. Can make as many attacks of opportunity as they have current appendages. 

Actions

The Unholy Abomination can make 5 attacks with its' tentacles.  Tentacle sword costs 2 attacks to use, tentacle greataxe costs 3, and tentacle greatestaxe costs 4. 

Weapon Modding. The Ungodly Abomination can combine tentacles to create new attacks. 

Tentacle Skewer. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage. 

Tentacle Sword. Melee Weapon Attack: +5 to hit, range 5 ft., 1 target. Hit: 10 (2d6 + 3) slashing damage.

Tentacle Greataxe. Melee Weapon Attack: +5 to hit, range 5 ft., 1 target. Hit: 12 (1d12 + 5) slashing damage. 

Tentacle Greatestaxe. Melee Weapon Attack: +5 to hit, range 10 ft., 3 targets. Hit: 18 (2d12 + 6) slashing damage. 

Description

Gross gross yuck yuck. Summoned by Elder Forcus. 

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.

Previous Versions

Name Date Modified Views Adds Version Actions
7/30/2019 10:35:47 PM
22
1
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Coming Soon
7/30/2019 10:35:57 PM
16
1
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Coming Soon
OrangyOranges

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