Huge Aberration, Neutral
Armor Class 14 Natural
Hit Points 171 (14d12 + 80)
Speed 30 ft., swim 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
22 (+6)
INT
9 (-1)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws CON +9
Damage Vulnerabilities Radiant
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120, Passive Perception 11
Languages Understands Abyssal and Deep Speech but can't speak except through Limited Telepathy 120 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Limited Telepathy. The abomination can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Sunlight Sensitivity. While in sunlight, the abomination has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight.

Weakness to Sunlight. While in sunlight, the abomination takes an extra 1d12 damage from each attack that hits it.

Actions

Multiattack. The abomination makes three attacks: one with its bite, one with its tentacles, and one with its claw.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the target is a creature, the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the abomination can't bite another target.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) slashing damage.

Tentacles. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. Once per turn the abomination can freely move a creature grappled within it's tentacles to anywhere within it's reach. The abomination can only have one creature grappled within it's tentacles at a time.

Shrieking Terror (Recharge 6). The abomination emits a painful ear-piercing shriek that everyone within 60 feet can hear. Each creature in that area that isn’t deafened must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the abomination's next turn. Each creature that is frightened this way is also stunned until they are no longer frightened. A target that successfully saves by 5 or more is immune to the Shrieking Terror of all abominations for the next 24 hours.

Description

A huge monstrosity of aberrational horror. The abomination has a large body with six arachnid like legs and a thick blubbery tail. It's left arm is thin and multi-jointed, sporting a long praying mantis like claw that it uses to kill prey within it's grasp; where it's right shoulder a few long tentacles emerge, each covered with suckers to latch on to both prey and surfaces alike. White circular lidless eyes dot from the shoulders up to the neck and then all the way up the head and above the creature's large open-toothed maw.

Habitat: Underdark

Darfer

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