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.
Bonus Actions
Born in the Shadows. The abomination may use a bonus action to Hide.
Looong Limbs. The abomination has giant arms attached to its normal limbs. Its melee attacks have 10-ft. reach. If a creature enters the abominations reach, the abomination may make one attack, reducing the target's speed to 0 on a hit.
Comments