Large aberration, Unaligned
| Armor Class | 12 (natural armor) |
|---|---|
| Hit Points | 45 (6d10 + 12) |
| Speed | 20 ft., swim 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 13 (+1) | 15 (+2) | 1 (-5) | 10 (+0) | 4 (-3) |
| Saving Throws | — |
|---|---|
| Skills | Perception +2 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | blindsight 30 ft., passive Perception 12 |
| Languages | — |
| Challenge | 2 |
The abomination has advantage on melee attack rolls against any creature that doesn't have all its hit points.
The abomination can breathe only underwater.
The abomination can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.