Abomination from the Deep

Medium aberration, chaotic evil

Armor Class

15 (natural armor)

Hit Points

120 (16d10 + 32)

Speed

30 ft., swim 60 ft.

STR

18 (+4)

DEX

14 (+2)

CON

15 (+2)

INT

13 (+1)

WIS

12 (+1)

CHA

7 (-2)

Senses

darkvision 120 ft., passive Perception 14

Skills

Athletics +7, Perception +4, Stealth +5, Survival +4

Languages

Abyssal

Challenge

6 (2,300 XP)

Amphibious. The abomination can breathe air and water.

Natural Camouflage. The abomination has advantage on stealth checks in aquatic environments.

Actions

Multiattack. The abomination makes three attacks: two with its claws and one with its bite.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw against being paralyzed. On a failed save, the creature’s body begins to go numb and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is paralyzed for 1 hour.

Putrid Water Spray (Recharge 5-6). The abomination unleashes a spray of foul water in a 30-foot line. Each creature in that area must make a DC 14 Dexterity saving throw, taking 16 (3d10) necrotic damage and 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. The abomination can track any creature affected by this ability up to 5 miles away for the next 24 hours.

medium
aberration
cr6
nerzugals-extended-bestiary