You are on page 1of 1

Abominator (10,000 XP) CR 13

H aberration Actions
AC 14(natural armor) HP 138 (12d12+60) Multiattack The abominator makes two attacks
Speed 60 ft. Claw Melee +9, 10’, 1 tgt. 12 (2d6+5)S
STR DEX CON INT WIS CHA Bite Melee +9, 5’, 1tgt. 14 (2d8+5)P and the target
21 10 20 2 14 2 is grappled (escape DC 16) if it is a huge or small-
(+5) (+0) (+5) (-4) (+2) (-4) er creature. Until this grapple ends, the target is
Skills Perception +4 restrained.
Senses darkvision 60’ Fiery Belch (recharge 5 or 6) The abominator belch-
Languages -- es flames in a 60 ft. cone. Creatures in the area must
Two Heads The abominator has advantage on Wis- make a DC 18 Dexterity saving throw and take 35
dom (perception) checks and saving throws against (10d6) dmg. or half as much on a success.
being blinded, charmed, deafened, frightened,
stunned, and knocked unconscious. LEGENDARY ACTIONS
Legendary Resistance (1/day) When the abomi- Detect The abominator makes a Wisdom (Percep-
nator fails a saving throw, it can choose to instead tion) check.
succeed. Furious Swipe The abominator makes a claw attack
Regenerate (2 actions) The abominator reforms some
of its misshapen flesh, regaining 9 (1d8+5) hit points.

You might also like