Medium Aberration, Chaotic Evil
AC 14 Patchy, Mutated Hide    Initiative +2 (12)
HP 60 (8d8 + 24)
Speed 30 ft.
Mod Save
STR 15 +2 +5
DEX 14 +2 +5
CON 17 +3 +11
Mod Save
INT 7 −2 +1
WIS 10 +0 +3
CHA 5 −3 +0
Skills Intimidation +0, Perception +2
Resistances Acid, Poison
Immunities Poisoned
Senses Darkvision 60ft; Passive Perception 12
Languages Common Understands but can not speak
CR 5 (XP 1,800; PB +3)
Traits

Grotesque Form: Creatures within 10 feet that can see the abomination must succeed on a DC 13 Wisdom saving throw or be frightened until the end of their next turn (repeat save at the end of each turn; success grants immunity for 24 hours).


Mutant Resilience: Advantage on saving throws against disease and poison.


Bulbous Eyes: Advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack: The abomination makes two attacks: one with Clawed Fist and one with Acidic Vomit.

Clawed Fist (Melee Weapon Attack): +5 to hit, reach 5 ft., one target.Hit: 10 (2d6 + 3) slashing damage.

 

Acidic Vomit (Ranged Weapon Attack): +5 to hit, range 15 ft., one target.Hit: 13 (3d6 + 3) acid damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.

Reactions

Painful Spasm: When the abomination is reduced to half its hit points or fewer, it can use its reaction to make a Clawed Fist attack against a creature within reach.

Description

These alchemical abominations are the result of failed experiments, a horrific blend of male and female human features twisted by mutagenic processes. Their bodies are marred by bulbous, lidless eyes, hideous boils, and grotesque growths. Driven mad by pain and confusion, they lash out at all who approach.

Monster Tags: abberation

Krugar_Valdes

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