Monster
Dragonflesh Abomination
Outside your table’s allowed sources
Official reference · FTD · 2014
- Creature type
- Monstrosity
- Size
- Huge
- Armor class
- 15 (natural armor)
- Hit points
- 66 (7d12 + 21)
- Speed
- Walk 30 ft., Fly 40 ft.
- Challenge rating
- 6
- Alignment
- Neutral Evil
- Strength
- 18
- Dexterity
- 14
- Constitution
- 17
- Intelligence
- 5
- Wisdom
- 12
- Charisma
- 6
- Passive Perception
- 11
- Saving Throws
- str: +7; con: +6
- Languages
- understands Common and Draconic but can't speak
- Condition Immunities
- charmed, frightened, poisoned
Traits
Cloying Miasma
The abomination is surrounded by a noxious stench. At the start of the abomination's turn, any creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the abomination's next turn.
Regeneration
The abomination regains 10 hit points at the start of its turns if it has at least 1 hit point.
Actions
Multiattack
The abomination makes three attacks using Claw, Acidic Spit, or a combination of them. It can replace one of the attacks with a Tail attack.
Claw
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 5 (1d10) poison damage.
Tail
Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Acidic Spit
Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) acid damage.
Acid Belch (Recharge 5–6)
The abomination belches forth a cloud of acidic gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 28 (8d6) acid damage on a failed save, or half as much damage on a successful one.