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 Ignores any penalties to sight (Scent), Enhanced Hearing; 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.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning, piercing, or slashing damage
Bonus Actions
Bestial Hybrid. The abomination has prominent parts of a beast grafted to its humanoid body. It ignores any penalties to sight (lightly or heavily obscured), as long as it can still hear or smell the target, and has Natural Weapon.
Born in the Shadows. The abomination may use a bonus action to Hide.
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