Dragonflesh Abomination
Fizban's Treasury of Dragons p. 187
- Size
- Huge
- Type
- monstrosity
- Alignment
- typically neutral evil
- AC
- 15 (natural armor)
- Hit Points
- 66 (7d12+21)
- Speed
- walk 30 ft., fly 40 ft.
- Saving Throws
- Str +7, Con +6
- Condition Immunities
- charmed, frightened, poisoned
- Passive Perception
- 11
- Languages
- understands Common and Draconic but can't speak
- Challenge
- 6
Traits
Proficiency Bonus
+3
Cloying Miasma
The abomination is surrounded by a noxious stench. At the start of the abomination's turn, any creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the abomination's next turn.
Regeneration
The abomination regains 10 hit points at the start of its turns if it has at least 1 hit point.
Actions
Multiattack
The abomination makes three attacks using Claw, Acidic Spit, or a combination of them. It can replace one of the attacks with a Tail attack.
Claw
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 5 (1d10) poison damage.
Tail
Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Acidic Spit
Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) acid damage.
Acid Belch (Recharge 5-6)
The abomination belches forth a cloud of acidic gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 28 (8d6) acid damage on a failed save, or half as much damage on a successful one.
recharge
D5
Other data
description
A dragonflesh abomination is the final stage of a grafter's transformation—a hulking monster whose corrupted brain is ablaze with desire for treasure. Its abhorrent transformation erases the last vestiges of its previous life. It sprouts a tail and clumsy wings and grows to enormous size, barely retaining a bipedal shape. Its stomach churns with acid, causing noxious fumes to waft from its mouth and providing it with a caustic breath weapon. Its body is in a constant state of growth and change, allowing it to quickly heal from its wounds. These creatures are most often found in abandoned dragon lairs, temples to Tiamat, or other sites associated with the dragons they love.
Dragonflesh Grafters: Dragonflesh grafters practice forbidden rituals and risky experiments on themselves, modifying their bodies and minds to emulate the dragons they revere. They collect dragon parts—scales, teeth, skin, flesh, wings, and bones—that they scavenge from around dragon lairs, take from dragon corpses, or buy from merchants and adventurers. They stitch on, implant, or ingest these dragon parts, attempting to incorporate them into their own bodies and absorb the latent magic that lingers in a draconic corpse. While most would-be grafters wind up hideously scarred or dead, a few survive as wretched horrors. Their minds become twisted by magical malevolence, with only a shadow of their former selves remaining. In the most extreme cases, the resulting abomination holds no remnant of the person it once was and is utterly ruled by a dragon's lust for treasure.