Absorption. When the Abnormality kills a creature that is neither a construct nor undead, it absorbs the corpse into its body and regains 20 hit points.
Amorphous. The Abnormality can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The Abnormality can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack: The Abnormality makes three attacks: two slam attacks, and one with its horrific gaze. If both slam attacks hit a Large or smaller target, the target is grappled (escape DC 15), and the Abnormality uses Engulf on it.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 5) bludgeoning damage.
Engulf. The Abnormality engulfs a Large or smaller creature grappled by it. Until the grapple ends the target is blinded, restrained, and unable to breathe, and it must succeed on a DC 15 Constitution saving throw at the start of each of the abomination’s turns or take 19 (3d8 + 5) bludgeoning damage. If the abomination moves, the engulfed target moves with it. The abomination can have only one creature engulfed at a time.
Horrific gaze. The Abnormality shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the Abnormality for 1 hour, or until the Abnormality harms the creature.
Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the Abnormality moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the Abnormality’s next turn or until the Abnormality is incapacitated.
If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The Abnormality can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Description
Occasionally, a creature’s over exposure to the Red Tide and its subsequent rapid mutations become too much for its body to withstand. In a horrific shower of gore, such wretches explode into a quivering mass of cancerous tumors, babbling mouths, shifting eyes, and grasping limbs that twist, expand, and retract in grotesque and bizarre ways.
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