Huge Monstrosity, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 185 (16d10 + 20)
Speed 30 ft., climb 15 ft.
STR
18 (+4)
DEX
8 (-1)
CON
20 (+5)
INT
6 (-2)
WIS
12 (+1)
CHA
4 (-3)
Saving Throws CON +8
Damage Resistances Lightning, Necrotic
Condition Immunities Charmed, Frightened
Senses Passive Perception 12
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Actions

Multiattack. The  takes two attack with it's arms.

Scythe Sweep. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 6) Slashing damage.

Scythe Stab. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) Piercing damage.

Claw Crush. Grapple Attack: +5 to hit, range 5 ft., 2 target. Hit: 13 (1d12 + 6) Bludgeoning damage.

Destroyed Scythe Attack. Melee Weapon Attack: +2 to his, reach 5 ft., one target. Hit: 12 (1d6 + 4) Bludgeoning damage.

 

Bonus Actions

Using a claw, the abomination is able to grab a paralyzed creature/humanoid and bring it to it's back to be consumed.

Having a creature or humanoid already grabbed, the abomination is able to place them into it's back mouth and consume the creature/humanoid. This bonus action regains (17) 2d12 + 4 HP.

Reactions

Scythe Block. 3 uses of block per arm, (6 total). Upon taking a hit from a physical use of a weapon or otherwise, ranged or not, the abomination may use 1 use of scythe block to reduce incoming damage so long as it is not psychic by 3d4. After 3 uses are used per arm, the scythe on the arm breaks resulting in the arm turning to an unarmed weapon attack.

Legendary Actions

The x 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 x regains spent legendary actions at the start of its turn.

Paralyzing Screech (Costs 2 Actions). The x lets out a loud screech, making any NPC within 30ft to make a DC 16 constitution saving throw. On a success, there is no effect, on failure, character is paralyzed. Any PC's within 30ft must make a DC 12 constitution saving throw. On a success, there is no effect, on failure, character is paralyzed.

Call of  (Cost 1 Actions). The x emanates an aura, selecting 2 targets within 60ft to call them closer. Targets must make a DC15 wisdom saving throw. On a failure, they are compelled to use all of their movement (including dash if applicable) to move towards the x. On a success, targets are unaffected.

JCMLegion

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