Large Aberration, Chaotic Neutral
Armor Class 12 natural armor
Hit Points 93 (17d10)
Speed 30 ft., climb 20 ft. The abomination can grow limbs, that will help it climb., swim 30 ft. The abomination can grow gills and limbs that will help it swim.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses Blindsight 10 ft, Passive Perception 12
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Unstable form. The abomination's form constantly shifts and changes. Whenever it's attacked, roll 1d8 and add it to it's AC. If it has to roll a STR, CON or DEX saving throw add a 1d8 to the result.

 

Actions

Mutation: The abomination grows two new limbs to attack with. Roll 2d20 and attack with each limb once.

1) Bear Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

2) Bear Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

3) Octopus Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the abomination can't use its tentacles on another target.

4) Shark Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

5) Scorpion Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

6) Elephant Tusk. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

7) Ankheg Acid Spit. The abomination spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

8) Hook Horror Hook. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

9) Manticore Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

10) Phase Spider Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

11) Gorgon Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

12) Chuul Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature.

13) Hulking Crab Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage, and the target is grappled (escape DC 15). 

14) Hippogriff Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

15) Saber-Toothed Tiger Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

16) Saber-Toothed Tiger Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

17) Elk Antler. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

18) Elk Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage.

19) Rhino Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

20) Red Dragon Fire Breath. The abomination exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

 

Description

The abomination's very existance is an insult to the gods. Formaly a human that drank a botched polymorph potion or they were transformed during some dark ritual. That doesn't really matter anymore. All that matters now is that it's here and it's hungry.

 

Note for the DM: The abomination's HP is merely a suggestion. Give it as much HP as you want. Also, CR is just a concept.

Kvakulum2

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