Huge unknown, Neutral
Armor Class 16 Natural Armor
Hit Points 500 (100d10)
Speed 15 ft.
STR
20 (+5)
DEX
8 (-1)
CON
20 (+5)
INT
4 (-3)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +8, CON +8
Gear 150 gold
Senses Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Amalgamation. The Abomination is the amalgamation of many different creatures and therefore cannot be stunned or incapacitated as a whole. However, specific creatures within the pile can be affected in this way, which might aid in escaping a grapple. 

Actions

Split. The Abomination can split itself into two entities. HP is halved, but stats remain the same. Each creature can make one attack and acts on the same initiative count. 

Absorb. When the Abomination hits with a melee attack the creature must make a DC 16 Dexterity Saving throw or be absorbed into the mass and receives the restrained condition. On their turn, the restrained creature can use their action to make another save to escape. If the creature remains restrained for three turns it is swallowed by the Abomination and is knocked unconscious. 

Multiattack. When the Abomination is whole, it can attack twice on its turn.

Wallop. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 16 (1d12 + 10) bludgeoning damage.

Spray. Ranged Weapon Attack: +10 to hit, range 30/60 ft., 2 targets. Hit: 14 (1d8 + 10) piercing damage.

Description

A roiling black mass that reveals corpses of failed experiments as it twists and moves. 

EDumbar

Comments

Posts Quoted:
Reply
Clear All Quotes