Huge Monstrosity, Unaligned
Armor Class 30 (natural armor) (spiked bones)
Hit Points 235 (18d12 + 75)
Speed 30 ft., Swim 30 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
25 (+7)
WIS
25 (+7)
CHA
1 (-5)
Skills Perception +6
Senses Darkvision 60 ft., Passive Perception 17
Languages --
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Hold Breath. The Abomination can hold its breath for 1 hour.

Multiple Souls. If the abomination is found with more then 1 other Abomination, the Abomination has advantage on saving throws against being, charmed.

Whenever the Abomination takes more then 10 damage in a single turn, It chops in haft and regrows quickly (adrenalin). If all Abominations' parts are crushed (98% at lease), the Abomination dies.

At the end of its turn, it regrows wounds not by crushing for each of its wounds since its last turn (it just plops off the crushed parts), unless it has taken fire damage since its last turn . The Abomination regains 3d20 of hit points for each Abomination under 80% healed this way.

Unending Nightmare. For each Abomination made in a turn, All Abominations get an extra reaction that can be used for quick regeneration attacks (Stacks).

Natural Weakness. While the Abomination is charmed, at least 40% of its body regenerates while the other 60% doesn't.

Asteroid poison (stacks). you get asteroid poison for every time your bitten by the Abomination, roll 2d20 for damage for each Asteroid poison you have stacked on you (only 1 can be cured at a time unless giver of the poison is killed, then you loose 5 Asteroid poison)

Actions

Multiattack. The Abomination makes as many bite attacks as there's Abominations.

Bite. Melee Weapon Attack: [roll 2d8] (add 0.5 for every 1 you get from a [roll 1d20] only if you have asteroid poison, stacks)

Bloody Digging. The Abomination Grapples onto you, giving you a (3d20) speed debuff, add +1 for every Asteroid poison you have.

Digging to the roots. Attack if Needed: The Abomination Digs into the ground, Unable to be hit by anything that cant pierce the ground, after 2-5 turns, it lunges from the ground, doing X3Bloody Digging to you for 1 turn, revert it to 1 after the Abomination is 45% exposed, victim can be dragged to the ground as a attack only if the Abomination doesn't exposed more then 75% of it or gets hit by a object that would crush it

Bleeding Poison. when you kill an Abomination you get 5 Asteroid poison if you didn't do a attack that would crush 98% of it and if your 5 bananas away from it

Reactions

(You choose, keep it like a empty brain monster's normal reactions, like burrowing into the ground)

Description

The Abomination is a purple horror with a body of segmented parts with long bendable spikes all over the body, multiple different type of spikes all over the segments. Although its body can be severed, the Abomination magically regrows all parts them in a night, (if we are accounting the nights are the same as earth) the multiple cut of sections can just grow into other Abominations. better crush it up if you actually want to kill it. (to determine the Abominations' health, roll 6d20, 3d12, and 2d8, then double the total and you got the health, if its under 90 then reroll it). (adrenalin is activate in battle, making the Abomination regrow in only 5 seconds to a length of 15 segments not including the tail or mouth), keep same highest health of all Abominations in all of play for the Next Abomination, roll 2d20 and add what you roll from that into the Abomination's health

Abomination's agility is actually 35, this website only allows 30 at max sadly enough 

(each abomination made gives u exp)

Habitat: Underdark

EpicAbominations

Comments

Posts Quoted:
Reply
Clear All Quotes