Large Monstrosity, Chaotic Evil
Armor Class 16 Natural
Hit Points 136 (13d10 + 65)
Speed 40 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +8, CON +8
Skills Perception +4
Damage Resistances Poison
Senses Darkvision 60ft, Passive Perception 14
Languages Abyssal, Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits
    • Charge: If the Abomination moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.
    • Reckless: At the start of its turn, the Abomination can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
    • Regeneration: The Abomination regains 10 hit points at the start of its turn if it has at least 1 hit point.
Actions
  • Multiattack: The Abomination makes two attacks: one with its gore and one with its claws.
  • Gore: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 5) piercing damage.
  • Claws: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) slashing damage.
  • Poison Breath (Recharge 5-6): The Abomination exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Bonus Actions

Enter the description for how bonus actions work for your monster here.

Description

e.

FlickSpindleOFFICIAL

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