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Blood Abomination CR: 11

Huge monstrosity, any
Armor Class: 13 (natural armor)
Hit Points: 252
Speed: 5 ft

STR

20 +5

DEX

2 -4

CON

22 +6

INT

4 -3

WIS

4 -3

CHA

4 -3

Damage Vulnerabilities: radiant
Damage Resistances: fire
Damage Immunities: acid
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned, prone
Senses: Blindsight 60 ft.
Challenge Rating: 11

Actions

Multi-limbed The Blood Abomination has three different arms and multiple legs that allow it to jump. It can do two of these attacks.
Ripper Arm The Abomination rips an arm from himself and throws it up to 60 ft. away. From it spawn 1d4 abominations.
Smasher Arm The Abomination smashes its arm. Each creature in a 20x10 ft. line must make a DC 16 Saving Throw. On a failed save, the creature takes 6d6 bludgeoning damage and is knocked prone, on a success it takes half damage.
Feeding Arm The Abomination uses arms and veins sprouting from his body to regenerate from fallen bodies, unless it has been damaged by radiant damage between his last and current turn. He heals 5d8 hitpoints.
Legsies (Recharge 5-6) The Abomination's legs allows it to jump 30 ft. Creatures in its landing zone need to succeed a DC 12 Dexterity Saving Throw to not end underneath the abomination, become grappled and take 2d8 bludgeoning damage. Upon landing, it also releases a cloud of acid blood from its body within a radius of 20 ft. of the abomination. Each creature within this radius must succeed a DC 17 Constitution Saving Throw or be Poisoned for 1 minute and receive 2d8 acid damage. The area also becomes greatly obscured for a round. Enemies crushed by the Abomination automatically fail the Constitution Saving Throw.


Created by

OmeWillem.

Statblock Type

Monster

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