Huge unknown, Unaligned
Armor Class 18 (natural armor)
Hit Points 146 (12d12 + 66)
Speed 40 ft., swim 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
7 (-2)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws STR +10, DEX +6, CON +9
Skills Perception +8, Stealth +7
Damage Immunities Poison
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 18
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Amphibious. The abomination can breathe air and water.

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its tentacles.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) poison damage.

Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the abomination's choice that is within 120 feet of the abomination and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the abomination's Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5–6). The abomination exhales a poison gas in a 20-­foot cone. Each creature in that cone must make a DC 18 Constitution saving throw, taking 54 (10d8) poison damage on a failed save, or half as much damage on a successful one and another DC 12 Constitution saving throw if they remain in that area on their next turn, taking 27 (5d8) poison damage on a failed save, or no damage on a successful one.

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.

Detect. The abomination makes a Wisdom (Perception) check.

Tentacle Attack. The abomination makes a tentacle attack.

Thrash (Costs 2 Actions). The abomination thrashes. Each creature within 10 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. This uses up the abomination's movement.

Description

It is obvious the abomination was once a dragon, but no longer does it share the raw power of one. It now looks only like a fleshy worm with the remnants of wings and 5 writhing tentacles along its sides. Only a single leg can truly be called one, but that is always used so that it doesn't collapse onto the ground. Instead of a tail, there is only a rotting stump in dire need of attention. Despite its decaying characteristics, the creature is surprisingly agile and capable of incredible bursts of speed.

Previous Versions

Name Date Modified Views Adds Version Actions
8/8/2019 1:08:15 AM
12
1
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Coming Soon
8/8/2019 1:23:20 AM
0
1
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Coming Soon
LordBuckethead671

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