Large aberration, unaligned
- Armor Class
- 12 (natural armor)
- Hit Points
- 45 (6d10 + 12)
- Speed
- swim 40 ft., 20 ft.
- Challenge
- 2 (450 XP)
STR
18
+4
DEX
13
+1
CON
15
+2
INT
1
-5
WIS
10
+0
CHA
4
-3
- Skills
- Perception +2
- Senses
- blindsight 30 ft., passive Perception 12
Traits
Blood Frenzy.
The abomination has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing.
The abomination can breathe only underwater.
Limited Amphibiousness.
The abomination can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Actions
Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.