AC
13
Natural armor
Initiative
+4 (14)
HP
65
(10d8)
Speed
| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 7 | −2 | −2 |
Skills
Perception +3, Stealth +4
Senses
Darkvision; Passive Perception 13
Languages
None
CR
1 (XP 200; PB +2)
Traits
All languages it knew in life, but can’t speak if it lacks the proper anatomy
Actions
Multiattack. The abomination makes two
melee attacks.
Claws and Blades. Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 5 (1d6+3) slashing damage.
Spare Limb. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6
(1d8+3) bludgeoning damage.
Bonus Actions
Born in the Shadows. The abomination may use a bonus action to Hide.
Many Limbs: may use a bonus action to make two additional attacks.
Description
Many Limbs. The abomination has extra limbs - humanoid and/or animal. It has advantage on all checks made to grapple, and may use a bonus action to make two additional attacks.
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