| 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 |
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.
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.
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