Abomination
Abominations were twisted, mutilated undead creatures that were composed of a patchwork of limbs and flesh from many different corpses. They were very large creations that were scarred with loose stitches and open sores that constantly dripped blood and pus, though due to the nature of their creation they were typically clumsy and dimwitted.
History
Description
Abominations were built from multiple different corpses and they required a combination of blood and embalming fluids to preserve the various components and keep them functioning. The process typically resulted in a great deal of brain damage, as the higher cognitive function of an abomination's brain was normally removed to keep the creature from developing a conscience or remembering the allegiances of the brain's original owner. Because of the unsanitary nature of their construction, abominations were frequently ridden with disease and rot, and as a result they constantly had a foul stench and were frequently swarmed by flies and maggots.
Abilities
Notable
Festergut | Deceased | |||
Gluth, the Hound of Gluttony | Deceased | |||
Patchwerk | Deceased | |||
Rotface | Deceased |
Statblock
Large Undead, Chaotic Evil
Armor Class 9
Hit Points 196 (20d10 + 80)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 8 (-1) | 19 (+4) | 6 (-2) | 10 (+0) | 8 (-1) |
Saving Throws Con +8, Wis +4
Damage Resistances acid, necrotic
Damage Immunities poison
Condition Immunities Charmed, Frightened, Poisoned
Senses darkvision 60 ft., passive Perception 10
Languages common
Challenge Rating 10ㅤㅤㅤㅤProficiency Bonus +4
Traits
Fleshbag. The abomination starts with three arms and two legs. If it loses an arm, it loses one Hook attack. If it loses all three of its arms, it cannot make its Cleaver attack either. If it loses one leg, its speed is halved. If it loses both legs, it falls Prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.
Flesh Wound. At the end of any turn in which the abomination took at least 30 damage, roll a d8. On a 1, it loses an arm. On a 2, it loses a leg. In addition, the limb becomes a crawling claw within 10 feet of the abomination.
Turning Defiance. The abomination has Advantage on saving throws against effects that turn undead.
Vile Gas. The abomination exudes a foul gas that sears organic tissue. Creatures that begin their turn within 30 feet of the abomination must succeed on a DC 16 Constitution saving throw or take 2d6 poison damage, or half as much damage on a successful save. A creature who fails this saving throw cannot regain hit points until the start of their next turn.
Actions
Multiattack. The abomination makes one attack with its Cleaver and two with its Hooks. It can replace its Cleaver attack with its Devour or Putrid Bile.
Cleaver. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d8 + 6 slashing damage plus 1d8 necrotic damage.
Hook. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 1d12 + 6 piercing damage plus 1d8 necrotic damage. If the target is a Large or smaller creature, it is Grappled. The abomination cannot attack another creature with a hook that is grappling a creature. If the attack flourished, or if it hits a creature that it is already grappling, the abomination may pull the target to a space within 5 feet of it.
Devour. Melee Weapon Attack: +10 to hit, reach 5 ft., one target Grappled by the abomination. Hit: 3d8 + 6 piercing damage plus 2d8 necrotic damage, and the Grappled creature is engulfed. The engulfed target is Blinded, Restrained, and unable to breathe, and it must succeed on a DC 16 Constitution saving throw at the beginning of each of the abomination's turns or take 3d8 + 4 acid damage. If the abomination moves, the engulfed target moves with it. The abomination can have up to two creatures engulfed at a time.
Putrid Bile (Recharge 5-6). The abomination vomits putrid bile in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a target takes 6d6 acid damage plus 6d6 necrotic damage and is covered in Rotting Slime for 1 minute. On a success, a target takes half damage and isn't covered in slime. A creature, including the target, can take an Action to clean off the slime. Undead creatures have Advantage on attack rolls against creatures covered in the slime.
Warcraft Creature Types |
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Aberration • Beast • Celestial • Construct • Demon • Dragonkin • Elemental • Fey • Giant • Humanoid • Monstrosity • Ooze • Plant • Undead |
Undead Creatures | |
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Corporeal | Abomination (Flesh Giant • Fleshshaper • Plague-dog) • Crawling Hand • Deathcharger • Deathroc • Dullahan • Frost Vrykul • Geist • Ghoul • Homunculus • Lich • Mummy • Nightscreamer • Shadehound • Skeleton • Undead Dragon (Bone Drake • Emberwyrm • Frostwyrm • Magmawyrm) • Vampyr (San'layn) • Zombie (Vargul) |
Incorporeal | Banshee (Farshee) • Shade • Spectre • Wisp • Wraith |