Afilate Abomination (5e Creature)

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Afilate Abomination[edit]

Medium aberration, unaligned


Armor Class 22 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 17 (+3) 7 (-2) 14 (+2) 7 (-2)

Saving Throws Con +7, Wis +6
Skills Perception +6, Stealth +12
Proficiency Bonus +4
Damage Resistances damage from spells
Damage Immunities poison
Condition Immunities blinded, charmed, petrified, poisoned
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16
Languages
Challenge 9 (5,000 XP)


Antimagic Weapons. The afilate's weapon attacks are magical, and ignore AC bonuses from spells such as mage armor or shield.

Magical Absorption. The afilate has advantage on saving throws against spells and other magical effects. If the afilate succeeds on a saving throw against a spell or a spell attack misses it, it regains hit points equal to 10 (3d6) plus the spell's level (the level of a cantrip is 0).
After absorbing 1d8 levels worth of spells, the afilate opens its true mouth for 1 minute.

Pack Tactics. The afilate has advantage on an attack roll against a creature if at least one of the afilate's allies is within 5 feet of the creature and the ally isn't incapacitated.

Sense Magic. The afilate senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

ACTIONS

Multiattack. The afilate makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target has spell slots, the afilate regains hit points equal to twice the level of the highest level spell slot available to the target and the target must succeed on a DC 14 Wisdom saving throw or be unable to cast any spells of 1st level or higher until the start of its next turn.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Tentacles (Only when the true mouth is open). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 14 Wisdom saving throw or be stunned until this grapple ends. The afilate may only grapple one creature at a time.

Consume (Only when the true mouth is open). The afilate makes one attack with its tentacles against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the afilate, and it takes 9 (2d8) psychic damage at the start of each of the afilate's turns. An afilate can have only one creature swallowed at a time.
If the afilate takes 30 damage or more on a single turn from the swallowed creature, the afilate must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the afilate. If the afilate dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone.

Ear-piercing Shriek (Recharge 5-6). The afilate emits an ear-piercing shriek in a 60-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 15 Constitution saving throw or take 18 (4d8) thunder damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Afilates and afilate sickened automatically succeed on the saving throw.

BONUS ACTIONS

Nimble Escape. The afilate takes the Disengage or Hide action.


Afilate abominations are the result of creatures who have succumbed to afilate sickness. All of the victim's facial features recede into its head except for its mouth, which will grow multiple rows of sharp teeth. Fingers will grow into sharp claws and your skin will harden into a grey steel exoskeleton, with the only exposed flesh being present between the joints. Along with that, the victim will grow a tail, multiple horns will grow all over its head and small fleshy tendrils will push between the openings in its exoskeleton all along its back. The victim is then overtaken with primal instincts and the need to sate an endless hunger. After transforming, the victim's original form may be restored by a wish spell or similar effect.
Upon absorbing another creature's affinity for magic, a large cavity will open on the afilate abomination's torso revealing multiple fleshy tendrils and a large capping mouth with hundreds of teeth, a seemingly endless abyss. When its true mouth is open, writhing tendrils burst forth to consume other creatures. The afilate requires a lot of energy to keep its true mouth open and must close it after a short amount of time. After retreating to its lair, the afilate abomination will regurgitate any consumed creatures, now encased in a red crystalline chrysalis similar to the afilate rubies a normal afilate would produce. A creature in this state can be freed with a remove curse spell. Over time, the afilate abomination will feed off the innate magic within these creatures, eventually draining even their soul from their bodies, but this process is slow and happens over the course of many weeks. Near the end, the creature appears completely drained and will have greatly decreased in size. The body will then transform into an afilate under the afilate abomination's control. These afilates have similar deformities as the afilate abomination and are unable to reproduce.

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