Metamorphose. At the beginning of its turn, the aberrantis can choose which type of damage it will deal with its attacks from the following: bludgeoning, piercing or necrotic.
Overwhelming Odor. During its turn, the aberrantis has advantage on attack rolls against any creature affected by its sickly scent.
Multiattack. The aberrantis makes two attacks. It can forgo one attack
to use sickly scent.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, and are injected with metamorphite. On a successful save the target takes half damage and is not injected.
Bizarre Bolt. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 12 (3d6 + 2) piercing damage.
Sickly Scent. Each creature within 15 feet of the aberrantis must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the aberrantis’ next turn. If the save fails by 5 or more, the target is poisoned for 1 minute. A poisoned target can repeat the saving throw at the end of each of its turns. If a target’s saving throw is successful or an effect ends it, the target is immune to the aberrantis’ sickening scent for 1 hour.
Description
The creature before you was once humanoid, but has mutated into something otherworldly. Its gray skin is pallid, glistening with a sheen of mucus covering its entire naked form. The upper torso has blossomed open like a grotesque flower, exposing the spinal column which has turned black as pitch. A sickly sweet smell, like rotten apples and blood, wafts from the creature as it lets out an unearthly screech.
Aberrantis blooms are the most common form of aberrantis. The strange metamorphosis the creature undergoes causes the chest cavity to open like a flower, hence the name. These creatures are driven by the singular urge to spread the aberrantis metamorphosis.
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