Medium Construct, Neutral
AC 10    Initiative +0 (10)
HP 153 (18d8 + 60)
Speed 30 ft.
Mod Save
STR 19 +4 +4
DEX 11 +0 +0
CON 18 +4 +7
Mod Save
INT 9 −1 −1
WIS 10 +0 +0
CHA 3 −4 −4
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands Common plus one other language but can't speak
CR 6 (XP 2,300; PB +3)
Traits

Berserk. Whenever the abomination starts its turn Bloodied, the abomination goes berserk. On each of its turns while berserk, the abomination  gains the Thrash and Retch actions. Once the abomination goes berserk, it remains so until it is destroyed or it is no longer Bloodied.

Magic Resistance. The abomination has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The abomination makes two Slam attacks. If the abomination is berserk, it may use its Retch ability first, then two Thrash attacks.

Slash. Melee Attack Roll: +7, reach 5 ft. Hit: 18 (3d8 + 4) Slashing damage.

Thrash. Melee Attack Roll: +7, reach 5 ft. Hit: 27 (5d8 + 4) Slashing damage.

Retch. The abomination spews a toxic substance on a creature it can see within 5ft of itself. The creature must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

Habitat: Any

SassySalad

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