Writhing Abomination
Large aberration, chaotic evil
Armor Class
12 (natural armor)
Hit Points
60 (8d10 + 16)
Speed
40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
15 (+2)
INT
4 (-3)
WIS
6 (-2)
CHA
1 (-5)
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses
passive Perception 8
Languages
--
Challenge
3 (700 XP)
Magic Resistance. The abomination has advantage on saving throws against spells and other magical effects.
Regenerative Form. Whenever the abomination is reduced to 0 hit points, it explodes into a mass of gore. Dozens of individual tentacles from the abomination attempt to crawl away and hide, burrowing into the ground or finding nearby nooks and crannies in which they can hide. Over the next week, the escaped tentacles find their way back together and reform a new writhing abomination. Once an abomination has reformed in this way, it cannot do so again for one month and dying before this time has passed results in permanent death.
Actions
Multiattack. The abomination makes two attacks with its claws and two with its tentacles.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and the creature is grappled if it is of size large or smaller.
A creature can break free of this grapple by using its action and succeeding on a DC 14 Strength saving throw. A creature can also attack and destroy the tentacle to free the grappled creature. Each tentacle has 5 hit points and an AC of 10.
Consuming Grasp. The abomination picks up a single creature that it has grappled and slams that creature down upon its own tentacled back. That creature takes 11 (2d10) bludgeoning damage and must succeed on a DC 14 Strength saving throw or become restrained, otherwise it remains grappled. The abomination can only have one creature restrained at a time.
Tentacle Smash. The abomination picks up two creatures that it has grappled in its tentacles and smashes them together with tremendous force. Each of those creatures takes 16 (3d10) bludgeoning damage and are then tossed to an empty space up to 20 feet away. Those creatures must succeed on a DC 14 Dexterity saving throw as they hit the ground or fall prone.