Huge unknown, Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 300 (20d12 + 160)
Speed 30 ft., Has Earth glide can travel thru ( mud, sand, stone, metal). , walk 30 ft.
STR
17 (+3)
DEX
10 (+0)
CON
26 (+8)
INT
11 (+0)
WIS
10 (+0)
CHA
11 (+0)
Saving Throws STR +9, CON +14
Skills Stealth +0
Damage Resistances Acid, Cold, Fire, Lightning, Piercing, Poison, Slashing
Senses Tremorsense 60ft, Passive Perception 10
Languages Dwarvish can understand but can not speak
Challenge 20 (25,000 XP)
Proficiency Bonus +6

Earth Glide. the Abomination can glide through ( sand, mud, stone, metal). While doing so the Abomination doesn't disturb the surrounding materials.

Stone Camouflage. The Abomination has advantage on Dexterity (stealth) checks made to hide in rocky terrain.

Dwarf Sense. The Abomination can sense Dwarvish presences with in 60 ft.

Special defenses. The Abomination requires magic weapons to hit it. Piercing/Slashing weapons only do the magical plus of the weapon and character's modifier to damage. Can only be truly killed in its Lair after special circumstances are met which are: after reducing to 0 hit points in its lair douse Abomination body with 3 vials of holy water and powdered iron or the powdered remains of amulet used to control the Abomination. a successful wish cast upon the slain Abomination in its lair would also work.

Actions

Multiattack, the Abomination has 3 Claw and 3 Bite attacks each round.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: # 2d6+3[Slashing] damage. 

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: # 3d6+3 [Piercing] damage. When bit target is considered Grappled until character breaks from with an opposed check.

Life Drain. Bite attack also causes a loss in hit points equal to damage taken unless a DC 19 Constitution saving throw is made. If target is reduced to zero hit points through this attack character is absorbed by the Abomination and can no longer be resurrected/reincarnated by any means short of a wish. Characters regain Hit points lost to this attack through a successful long rest.

 Rend attack. If hit by two or more Claw attacks Target is subject to a Rend attack which deals an addition 4d6+3

Reactions

Legendary Resistance (3) . The Abomination can choose to "make" a saving throw even if he previously rolled and failed said saving throw.

Magic resistance. The Abomination have advantage on saving throws against spells and other magical effects. On a natural roll of 20 the spell saved against reflects back upon the original caster at same power/perimeters as original cast.

Regeneration. The Abomination has the supernatural ability to regenerate 10 hit points around.

Legendary Actions

 

The Abomination has up to 3 legendary action points to spend during opponents turns.

Extra Chewy.(2) can spend a Legendary action to cause one of its attached mouths to chew in to attached victim causing DC19 constitution saving throw or lose 3d6+3 equal amount of permanent hit points.

Meld in to stone(1) can make a move action to swiftly meld/move in to the stone/ground at the Abominations feet If victims are currently being held/bit they take Damage equal to the type of restraint currently under.

 

Description

The Abomination is an otherworldly creature, loathsome to behold. It has an oblong body and stony flesh. The creature has three dead, white eyes spaced at equal intervals around its upper body. The eyes have neither lids nor pupils. Three double-jointed arms sprout from the top of the body. Each arm bears a taloned hand. Three smaller arms jut from the mid-body, one below each eye;each ends in a drooling mouth.

Swirling patterns of light and dark ripple along the Abominations skin.A close look reveals these patterns to be images of dwarven faces writhing in torment.

 Habitat/Society: The Derro power Diirinka created the Abomination aeons ago in answer to a plea from Brassbeard Moradinson, a dwarf whose desire to own the Axe of the Dwarvish Lords drove him to betrayal and murder. Brassbeard was given a talisman to control the creature but (according to Diirinka's plan ) it failed, freeing the Abomination to run amok.

Lair and Lair Actions

The Abomination's Lair Appears to be a set of Adjoining caverns the main cavern measures appx. 50 feet wide, 80 feet long, and 90 feet high. With the Adjoining Cavern measuring 25 by 35 feet.

The Cavern's pocket dimension's atmosphere is filled with a persistent cloud of reddish dust limiting line of sight to a max distance of 40 feet. The dust is piled up to a depth of appx. 3 feet on both the floor and ceiling slowing movement by half. The Gravity in the Abominations lair is consistent to which surface you are standing on it switches direction at the 45 foot mark.

Lair Actions

On initiative count 20 (losing initiative ties), the Abomination takes a lair action to cause one of the following effects; the Abomination can’t use the same effect two rounds in a row:

  • Can reverse the gravity with in the lair for a round then gravity reasserts its self. causing all characters to fall towards the center of the cavern and falling toward their reality floor when gravity is reasserted. causing max of  [roll]4d6[/roll]
  • Can Cause the reddish dust in the cavern to swirl about and limiting line of sight to 5 feet, further resulting in disadvantage on all rolls based on sight based actions/requirements( attacks, saves, ability, skill checks, etc.)

 

Environment: HillMountainUnderdark

Cloten