Regeneration. The abomination regains 10 hit points at the start of its turns if it has at least 1 hit point.
Multiattack. The abomination makes three attacks using Claw, Acidic Spit, or a combination of them. It can replace one of the attacks with a Tail attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 5 (1d10) poison damage.
Slam. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Acidic Spit. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) acid damage. Roll a d6. On a 6, a bramlek is left in a space within 5 feet of the target, acting as the bilemaw’s ally.
Acid Belch (Recharge 5–6). The abomination spews forth a spray of acidic bile in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 28 (8d6) acid damage on a failed save, or half as much damage on a successful one.
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