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.