Large Aberration, Chaotic Evil
AC 13 Natural Armor    Initiative +1 (11)
HP 90 (12d10 + 24)
Speed 30 ft., Swim 40 ft.
Mod Save
STR 16 +3 +3
DEX 12 +1 +1
CON 14 +2 +4
Mod Save
INT 7 −2 −2
WIS 12 +1 +3
CHA 10 +0 +0
Vulnerabilities Lightning
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poisoned
Senses Darkvision 60ft.; Passive Perception 13
Languages Deep Speech understands Deep Speech but can’t speak
CR 3 (XP 700; PB +2)
Traits

Amorphous Form. The abhorrent can move through a space as narrow as 1 inch wide without squeezing.

Water Drain. When the abhorrent ends its turn in a body of water, it absorbs some of it, regaining 5 hit points.

Aberrant Resilience. If reduced to 0 HP, the abhorrent melts into a puddle of blackened brine. Unless its body is purified with holy water or a lesser restoration spell within 1 minute, it reforms with 20 HP.

Actions

Multiattack. The abhorrent makes two Slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 10 (2d6+3) bludgeoning damage.

Drowning Grasp (Recharge 5–6). The abhorrent lashes out with watery tendrils at up to two creatures within 15 feet. Each must succeed on a DC 13 Strength saving throw or be grappled and pulled 10 feet closer. While grappled this way, the target is restrained and begins choking as water floods their lungs. At the start of each of its turns, a grappled target takes 5 (1d10) bludgeoning damage.

Geyser Burst (1/day). The abhorrent erupts violently, spewing contaminated water in a 20-ft. cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much on a success. The ground in the cone becomes difficult terrain until cleaned or dried.

Legendary Actions

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 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

 

  • Uses Drowning Grasp to control melee fighters and force panic.

  • Retreats into water to heal if the fight goes too badly.

  • Geyser Burst works best when the whole party clusters in the dungeon corridors.

 

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.

Monster Tags: aberration

Habitat: CoastalPlanar (Elemental Plane of Water)SwampUnderwater

Prof_

Comments

Posts Quoted:
Reply
Clear All Quotes