Blood of Yog-sothoth Abomination

Huge aberration, chaotic evil

Armor Class 17 (natural armor)
Hit Points 230 (20d12 + 100)
Speed 30 ft., climb 30 ft.

25 (+7) 15 (+2) 20 (+5) 17 (+3) 17 (+3) 20 (+5)

Saving Throws Wis +7
Skills Arcana +7, Athletics +15, Intimidation +13, Perception +7, Stealth +6
Damage Resistances thunder
Damage Immunities cold, fire
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17
Languages Common, Deep Speech (can�t speak intelligibly)
Challenge 11 (7,200 XP)

Special Traits

  • Brute. A melee weapon deals one extra die of its damage when a blood of Yog-Sothoth hits with it (included in the attack).
  • Intimidating Manner. A blood of Yog-Sothoth uses his Strength score to Intimidate.
  • Magic Weapons. The abomination’s weapon attacks are magical.
  • Siege Monster. The abomination deals double damage to objects and structures.
  • Stench (3/Day). A blood of Yog-Sothoth always exudes an unpleasant musky scent. As a bonus action, the blood of Yog-Sothoth can intensify this scent, causing it to become sickening. Any living creature within 30 feet must succeed at a DC 17 Constitution saving throw or become incapacitated for 1 round. The blood of Yog-Sothoth can exude this sickening stench for multiple rounds, but these rounds need not be consecutive. Each round the blood of Yog-Sothoth wishes to maintain the stench, it must use a bonus action to do so.


  • Multiattack. The abmination makes three attacks: one with its bite and two with its tentacles.
  • Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) piercing damage.
  • Tentacles. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage, and 14 (4d6) necrotic damage and the target is grappled (escape DC 17). The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
  • Invisibility. The abomination magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the abomination wears or carries is invisible with it.


This twisted, powerfully built human has two bulbous mauve-colored eyes, nubs for ears, a mouth full of oversized canine teeth, and seven-fingered hands that clutch a steel-tipped spear. They are the direct offspring of either a spawn of Yog-Sothoth and a humanoid, often resulting in a multiple birth, with quintuplets being most common.

Though the act of birthing a litter of these twisted, mewling offspring is extraordinarily painful, some mothers survive the ordeal though their minds invariably bear deeper scars than their overstrained bodies. Like their sires, the blood of Yog-Sothoth grow tall and strong and reach adulthood as quickly�at around 10 years of age. However, these creatures retain very little of their father’s intellect, and most of the creatures develop a propensity for brutishness, violence, and cannibalism.

Deformities. Their bodies polluted by the essence of the outer god Yog-Sothoth, all blood of Yog-Sothoth are sterile and possess multiple physical deformities. Common abnormalities include extra fingers or toes, elongated or bloated faces that resemble those of fish, goats, hounds, or toads, odd-colored eyes, over-sized body-tumors, and vestigial facial features or other vestigial or stunted body parts. The blood of Yog-Sothoth can live an average of up to 90 years, though most perish by violence or misadventure much earlier.

Section 15: Copyright Notice

Mythos Monsters (5E) © 2020, Legendary Games; Authors Michael "solomani" Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.

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