Myr'Khruul Abomination
When a Myr'Khruul colony needs something a drone cannot do, it grows one that can and accepts what else comes with it. Abominations are shaped for a single task and are usually destroyed by the colony once the task is over.
- Physiology
- Aberration
- Size
- Large
- Speed
- 30 ft., climb 30 ft.
- Armor class
- 17 (fused carapace)
- Hit points
- 104 (11d10 + 44)
- Proficiency
- +3
- STR 19 +4 save +4
- DEX 15 +2 save +2
- CON 19 +4 save +7
- INT 12 +1 save +4
- WIS 15 +2 save +2
- CHA 14 +2 save +2
- Skills
- Perception +5 , Athletics +7
- Passive Perception
- 15
- Senses
- blindsight 60 ft., darkvision 120 ft., telepathy 60 ft.
- Languages
- Myr
- Damage resistances
- psychic, acid
- Found in
- Subterranean , Derelict Hull
Traits
-
Single Purpose
The abomination has advantage on all checks and saves relating to the single purpose it was grown for, and disadvantage on everything social.
-
Shared Cognition
While another Myr'Khruul is within 60 feet, has advantage on saving throws against being Charmed, Frightened or Stunned.
Actions
-
Rending Limbs
+7 to hit · reach 10 ft.
2d8 + 4 slashing damage
Two attacks. Against the thing it was grown to deal with, each hit deals an extra 2d6 damage.
-
Psychic Shear
DC 12 Intelligence save
Each creature within 20 feet takes 6d8 psychic damage on a failed save, or half as much on a success.
-
Unfinished Task Reaction
When the abomination is reduced to 0 hit points and the task it was grown for is not complete, it stays up until the end of its next turn with 1 hit point.