Amorphous. The Abomination can move through a space as narrow as 1 inch wide without squeezing.
Never Heals. The Abomination's maximum hit points are equal to its current hit points.
Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) Bludgeoning damage.
Gore. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) Piercing damage.
Foul Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) Slashing damage plus 7 (2d6) Necrotic damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) Slashing damage.
Incorporate. Up to three creatures within 10 feet of the Abomination must make a DC 14 Dexterity saving throw or take 25 (4d10+3) Bludgeoning Damage. If a creature is reduced to 0 hit points it is incorporated into the Abomination. For each incorporated creature the Abomination gains 1d12 hit points. Hit points gained in this way can exceed the maximum amount.
Multiattack. The Abomination uses each of its melee attacks 1d4-1 times, also it uses Incorporate 1d3-2 times. If there are one or more corpses in range of its Incorporate action, it can use it regardless of the roll but can only target other corpses.
Description
The Abomination is a huge, amorphous mass of semi-liquefied, dead flesh. Arms, legs and half-melted heads are extended and retracted from the putrid mass, surrounded by an overpowering smell of decay. The Abomination will absorb corpses from the ground and slowly grow in power. If the Abomination should stay on a graveyard or an old battlefield it might take a while to absorb all the dead.
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