Armor Class 15 Natural Armor
Hit Points 195 (17d10 + 102)
Speed
STR
22 (+6)
DEX
17 (+3)
CON
23 (+6)
INT
3 (-4)
WIS
11 (+0)
CHA
6 (-2)
Saving Throws STR +20, CON +20
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion
Senses Blindsight 90 ft. (blind beyond this radius), Passive Perception 10
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Spider Climb. The Abomination can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Regeneration. The Abomination regains 20 hit points at the start of its turn as long its Soul Prison is still intact. The Abomination only dies if it starts its turn with 0 hit points and doesn't regenerate.

Undead Fortitude. If damage reduces the abomination to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success it drops to 1 hit point instead.

Actions

Multiattack. The Abomination makes two Siam attacks

Slam. Melee Weapon Attack: +9 to hit, reach 10ft, one target. Hit: 28 (4d10+6) bludgeoning damage and the target must make DC 16 Strength save or be knocked prone.

Flurry of Arms (Recharge 5-6}. The Abomination makes two Slam attacks against every creature within 10 feet of it.



Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The abomination was created by Viktorai Darkstar ("A False Life") to prevent any pesky adventures from attacking him. It resembles a rolling sphere of arms, hands, fingers, and shoulders. It moves with just as much speed across ceilings and walls as it does on the ground, and when it attacks, several stretching tendons and fists condense into one blubbery mass right when it connects.

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

GrufftonChesthumper

Comments

Posts Quoted:
Reply
Clear All Quotes