Abomination, Greater

Large corrupted abomination, any evil

Armor Class 18 (natural armor)
Hit Points 44 (7d10+14)
Speed 30

STR DEX CON INT WIS CHA
17 (+3) 13 (+2) 14 (+2) 12 (+1) 12 (+1) 10 (+0)

Saving Throws Strength +8
Skills Perception +4
Condition Immunities corruption
Senses darkvision, Sense Magic
Language Blood Lord
Fear Rating 7
Challenge 4 (1,100 XP)

SPECIAL TRAITS

  • Corrupted. Attacks from a lesser abomination cause corruption with a DC of 15.

ACTIONS

  • Spike Tendrils. Melee Weapon Attack: d6 spiked tendrils each doing a separate attack at +10 to hit. Hit: 9 (d8+8) each.

ABOUT

Abominations come in all shapes and sizes and are generally broken down into two types, lesser and greater. Lesser are the smaller, less developed of the two, though still deadly they tend to be easier to kill, and with fewer enhancements and can look more human. Greater are always larger, are fully developed and have many more abilities. Greater are tougher and are much more aggressive.

Abomination appearances vary, with no two looking the same or even having the same abilities, which can make them extremely unpredictable and dangerous.

Abominations are loners they are rarely seen in groups or pairs; they are either sent out to do a specific task or discarded by the creator to just roam around freely and survive. Whatever mind their once was in the individuals that were fused together to create an abomination has long since disappeared into madness, but some have claimed that finding the face of a loved one peering out from the mass of an abomination they have witnessed a spark of recognition, but this is just considered wishful thinking.

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Affinity Torus Copyright 2022 Dias Ex Machina Author Chris Dias

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