Goblin Abomination

Large humanoid (goblinoid), undead, neutral evil


Armor Class
9
Hit Points
283 (27d10+135)
Speed
15 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 6 (-2) 8 (-1) 5 (-3)

Damage Immunities
lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Damage Vulnerabilities
fire
Senses
darkvision 60 ft., passive Perception 9
Languages
understands but can’t speak Goblin
Challenge
11 (7,200 XP)
Proficiency Bonus
+4

Smashing Escape. The goblin abomination can take the Disengage or Dash action as a bonus action on each of their turns. When it does so, it can also make a slam attack.

Loyal to the Good Doctor. Having been created by the Mad Doctor Frankengob, the goblin abomination is loyal to and protective of the Doctor. If the Doctor is on the battlefield, the abomination will stay as close as possible to the Doctor, unless directed not to by the Doctor. The abomination cannot be made to damage the Doctor.

Terror of the Night. This creature is a Source of Terror. When a creature becomes frightened of them, they take a level of Terror.

Actions

Multiattack. The goblin abomination makes two slam attacks and uses Sloughing Bits, if it can.

Slam (more than half HP). Melee Weapon Attack: +9 to hit, reach 5ft., up to two targets that are adjacent to one another. Hit: 32 (6d8+5) bludgeoning damage.

Slam (half HP or less). Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 32 (6d8+5) bludgeoning damage.

Sloughing Bits (Recharge 4-6). Composed of a hundred different goblins, sometimes those goblins can reconstitute. Bits of flesh fall from the abomination, becoming Goblin Zombies. Roll up to five d10s. The goblin abomination loses health equivalent to the sum of the dice rolled. A number of Goblin Zombies equivalent to the number of d10s rolled are created within 10 feet of the abomination. Each Goblin Zombie rolls initiative when they are created.

Smash (3/Day). The goblin abomination smashes the ground around them. Any creature within 10 feet of the abomination must make a DC 17 Dexterity saving throw. On a failure, they take 4d10 bludgeoning damage and are knocked prone. On a success, they take half as much damage and can use their reaction to jump out of range of the attack, else they are still knocked prone. All ground within 10 feet of the abomination becomes difficult terrain. If any area is hit by this 3 times, the ground collapses. If a target is standing on a spot that collapses, they fall 10 feet into the newly formed pit. The pit is 10 feet deep and as wide as the spot that collapsed. A DC 14 Athletics check is required to escape it for Large and smaller creatures. It is difficult terrain for Giant and larger creatures.

If Mad Doctor Frankengob is within range of this, the goblin abomination can use their bonus action to move the Doctor 5 feet away from danger. If this cannot be done, the abomination will not use this ability.

Hideously Monstrous (Recharge 5-6). The goblin abomination forces a target within 30 feet that can see the goblin abomination to make a DC 12 Wisdom saving throw. On a failure, roll a d2. On a 1, the target is frightened of the goblin abomination for 2 rounds. On a 2, they take two levels of exhaustion.

A creature which has already suffered from Hideously Monstrous within the past 24 hours cannot suffer it again.