Mod | Save | ||
---|---|---|---|
STR | 17 | +3 | +5 |
DEX | 12 | +1 | +1 |
CON | 15 | +2 | +4 |
Mod | Save | ||
---|---|---|---|
INT | 6 | -2 | -2 |
WIS | 10 | +0 | +0 |
CHA | 6 | -2 | -2 |
Mutated Resilience. The Abomination has advantage on saving throws against poison and resistance to poison damage.
Cultist’s Guardian. The Abomination is fiercely loyal to the cult leader it serves. While within 30 feet of the cult leader, the Abomination gains a +1 bonus to its AC and advantage on saving throws against being charmed or frightened.
Terrifying Presence. Any creature that starts its turn within 10 feet of the Abomination must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Multiattack. The Abomination makes two attacks: one with its claws and one with its bite.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Flesh Rending Slam (Recharge 5–6). The Abomination slams its mutated arm into the ground or a target. Each creature in a 10-foot radius must make a DC 13 Strength saving throw or be knocked prone and take 12 (3d6) bludgeoning damage. On a successful save, a creature takes half damage and isn’t knocked prone.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reactions
Savage Retaliation. When a creature hits the Abomination with a melee attack, it can use its reaction to make a bite attack against the attacker. If the attack hits, the target must make a DC 12 Constitution saving throw or become poisoned for 1 minute.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Description
The Abomination of the Hollowed Flesh is a twisted creation—an abominable mash of humanoid forms, mutated into an amalgam of cruelty and rage. Standing over 8 feet tall, its body is covered in scars, stitches, and malformed patches of flesh. It is the result of dark, unholy rituals, its mind a fractured echo of its human origins. Despite its brutish nature, the creature has a singular loyalty to its cult master, serving as both protector and weapon.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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