Large Undead, Unaligned
Armor Class 16 Natural
Hit Points 80 (16d10)
Speed 50 ft.
STR
16 (+3)
DEX
16 (+3)
CON
20 (+5)
INT
6 (-2)
WIS
6 (-2)
CHA
6 (-2)
Saving Throws CON +8, INT +1, WIS +1
Damage Vulnerabilities Lightning
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Frightened, Paralyzed
Senses Darkvision, Passive Perception 17
Languages None
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Actions

Action Name. Vicious blow melee, cruel gaze ranged

Action Melee Attack. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 20 (3d8 + 8) necrotic damage.

Action Ranged Attack. Ranged Weapon Attack: +6 to hit, range 80 ft., 3 target. Hit: 32  (2d12 + 10) psychic damage.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Screech of the murdered

Once per every d6 turns the abomination can release an ear splitting screech that causes all who hear it to make a DC15 con save on a failed save all affected take 4d10 psychic damage and are incapacitated for 1 turn. Any who succed the save gain an additional attack on their next turn as they well up with righteous indignation and are compelled to free the trapped souls within. 

Mythic Actions

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

A horrifying creature made of darkness and despair, the Abomination is pieced together using all lost hopes and dreams of murdered travlers and adventurers who cried out for help after being killed upon a specific cursed road. Their anger and desperation cause this creature to lash out at anything it perceives as a threat or obstacle. Vanquishing this creature allows the spirits of those who formed it to finally rest.

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.

Habitat: Forest

Rodantheman

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