This spell conjures a hulking undead creature of your design as you combine the sum strength of your thralls to empower it. This spell targets up to four skeletons or zombies created by the 'animate dead spell', in addition to your Necro Abominant if it already exists. When Cast this spell kills all skeletons or zombies that are targeted by the spell. Add the total HP of all targets and add this to an existing Abominant. If a Abominant does not exist you conjure a new one and its HP is equal to the combined HP of skeletons or zombies killed by the spell. The Abominant is controlled identically to the 'Animate Dead spell'. You may issue the Abominant orders but it is unable to perform skilled labor such as crafting. If the Abominant is not given any orders it will defend itself as a default action. The Caster can issue psychic orders to the Abominant within 120ft. The Abominant cannot speak but understands all languages the caster speaks. The Abominant may be equipped with gear and weapons (ranged) at the DM's Discression.
The Abominant's Stats will gradually increase as you feed it more bodies. The stat bracket below is followed in relation to the Abominants HP. If the Abominants HP is lowered for any reason you must adhere to the appropriate stat bracket. You cannot heal the Abominant in any other way than casting this spell. All other healing has no effect on this creature. This spell can be used to re-assert your magical seams that keep the creature together. If you fail to cast this spell on your Abominant within 24 hours it looses 33% of its health per day until cast again.
Speed- 30f
Immunities: poison, exhaustion, charmed
Dark Vision- 60ft
HP 1-24 (Armor Class 13) (Strength 12(+1)) (Dexterity 14(+2)) (Constitution 15(+2)) (Intelligence 6(-2)) (Wisdom 8(-1)) (Charisma 5(-3)) (Haunting strike Damage 2d6+1)
HP 25-50 (Armor Class 14) (Strength 13(+1)) (Dexterity 14(+2)) (Constitution 16(+3)) (Intelligence 6(-2)) (Wisdom 8(-1)) (Charisma 5(-3)) (Haunting strike Damage 2d6+1)
HP 51-75 (Armor Class 15) (Strength 14(+2)) (Dexterity 14(+2)) (Constitution 17(+3)) (Intelligence 6(-2)) (Wisdom 8(-1)) (Charisma 5(-3)) (Haunting strike Damage 2d6+2) :Increase creatures size to large.
HP 76-100 (Armor Class 16) (Strength 15(+2)) (Dexterity 14(+2)) (Constitution 18(+4)) (Intelligence 6(-2)) (Wisdom 8(-1)) (Charisma 5(-3)) (Haunting strike Damage 2d6+2) :Large ,Gain second attack
HP 101-125 (Armor Class 17) (Strength 16(+3)) (Dexterity 14(+2)) (Constitution 19(+4)) (Intelligence 6(-2)) (Wisdom 8(-1)) (Charisma 5(-3)) (Haunting strike Damage 2d6+3) :Large
HP 126-150 (Armor Class 17) (Strength 17(+3)) (Dexterity 14(+2)) (Constitution 20(+5)) (Intelligence 6(-2)) (Wisdom 8(-1)) (Charisma 5(-3)) (Haunting strike Damage 2d6+3) :Large
Actions: Haunting strike-Melee unarmed (+3 +STR to hit), reach 5 ft., one target. Hit: (Refer to Chart) Slashing Damage
* - (the hand of a murderer, a piece of flesh, and a pinch of bone dust)
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