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Abomiluxa CR: 12

Large undead,
Armor Class: 14
Hit Points: 160 (20d10+60)
Speed: 40 ft

STR

19 +4

DEX

12 +1

CON

21 +5

INT

5 -3

WIS

11 +0

CHA

1 -5

Saving Throws: STR +8, CON +9
Skills: +4 Perception
Damage Vulnerabilities: Fire
Damage Resistances: Bludgeoning
Condition Immunities: Prone, Frightened, Charmed
Senses: 120ft Darkvision
Languages: Languages it knew in life
Challenge Rating: 12 ( 8400 XP)
Proficiency Bonus: 4

Mush Body. In a 10ft sphere around the Abomiluxa, its body sags and as flattened out. The area is considered difficult terrain and creatures who reach 0 hitpoints are absorbed into its mass (See Assimilation). If the creature is a player character, they are considered stable but will die within an hour after being absorbed. They have full cover from all attacks and cannot be targeted from effects targeting an area. If it moves while creatures are within its body, they cannot make an opportunity attack and must succeed a DC 16 Dexterity saving throw or be knocked prone.   Assimilation. When the Abomiluxa moves its mush body into an area with undead that are smaller than it and have a lower level, it gains hitpoints equal to half the undead's current hitpoints. If creatures are under the effect of Pact of the Heavenmind, they are also absorbed. If the Abomiluxa goes into an area where its mush body covers a corpse that is not a construct, it gains a quarter of the hitpoints the corpse (rounded up). If it absorbs 20 Hitpoints, it gains an additional 30 max hipoints and grows to huge size, its mush body doubling in size and its movement being reduced to 20ft. If it then absorbs 60 hitpoints, it gains an additional 80 Maximum Hitpoints and grows to Gargantuan, its mush body again doubling in size, and its movement reducing to ten.

Actions

Multiattack. The Abomiluxa makes two attacks, and can attempt to use a recharge ability.   Slam. Melee Weapon Attack: +8 to hit, reach 10ft., targets in a 10ftx10ft area. Hit: 20 (3d10+4) bludgeoning damage. Targets hit by this attack must make a DC 16 dexterity saving throw or be knocked prone.   Debris Throw. Ranged Weapon Attack: +8 to hit, range 100/300 ft., three targets with 30ft. of eachother. Hit: 12 (2d6+7) bludgeoning, piercing, or slashing damage (DM's choice). Targets hit must make a DC 16 Constitution saving throw or be Stunned (Bludgeoning), Blinded (Piercing), or Poisoned (Slashing). The target can repeat this saving throw at the start of their turn to end this affect. The debris can be gathered, a d20 decides what it has thrown. (1-10: Bone fragments, wood, teeth, rock. 11-13: Agglomeration of armors. 14-16: Halberds, Daggers, and Shortswords. 17-19: Arrows, Longswords, Warhammers, and mauls. 20 A functional +1 Weapon).   Screams of the Damned (Recharge 5-6). The Abomiluxa screams with its collected voice boxes, and inspires fear amongst its enemies. Creatures chosen by the abomiluxa within 200ft. of itself must make a DC 18 Wisdom saving throw or be frightened by the abomiluxa and take 44 (4d10+22) thunder damage. Upon a success, They are not frightened and only take half as much thunder damage. Creatures frightened by the Abomiluxa can repeat the save to end this condition at the end of their turn.

Bonus Actions

Absorb. The Abomiluxa reaches out and actively absorbs a corpse or undead that has a lower level and is smaller size. If the target is an undead (or under the effect of Pact of The Heavenmind), the Abomiluxa gains hit points equal to the current hitpoints of the undead, if the target is a corpse , the Abomiluxa gains half their total hitpoints.

Motivation/Compulsion

The Abomiluxa is motivated purely by the drive to consume, with the only framework keeping it from going feral is the innate desire to serve its creator. The Abomiluxa cannot be reasoned with, or even communicated with.

Usual Tactics

The Abomiluxa does not know care, and it can hardly discern allies from enemies. They are usually deployed or summoned near the frontline, usually in league with several smaller threats and usually during the midpoint of a battle. When introduced, they will charge into the enemy with reckless abandon, and will most often target the largest creature or formation, if there is no obvious threat, it will attack the nearest enemy.

The Abomiluxa are the siege engines of Luxure, mass graves built to feast off of the fallen to grow larger and larger. Its upper body looks vaguely human, but its lower body is all biological mass, a mixture of teeth, flesh, and muscles strewn about sporadically. alongside debris from the battlefield, swords, armor, siege machines all trapped within it. As its body climbs and forms a humanoid shape, teeth and bone come to the surface of its fleshy form, building a fragile armor for it to contain its mass. Its arms are long and gaunt, ending in serrated, and sharpened nials akin to a great sword. The shoulders and chest of the beast is covered in gaping maws, with slithering tongues and large human teeth. It visibly lacks eyes, but under close examination, you can find small eyes all over the beast's body, allowing it to see everywhere around it.   Salvage. Upon death, the Abomiluxa falls apart and turns into a pool of liquid viscera, mostly comprised of skin and blood. The blood can gathered and used as a poison to coat weapons, causing continuous damage until healed. A creature hit by a weapon coated in Abomiluxa blood must Succeed a DC 18 constitution save or by poisoned. When poisoned in this way, they take 1d4+2 poison damage at the start of each of its turns. Every time a creature takes damage in this way, the next instance of damage increases by 1d4+2 (2d4+4 on the second instance). This effect goes away upon succeeding the save. The Abomiluxa also drops 2d12 weapons in a random assortment, including shields and bits of helemts. If the weapons or shields were made of wood, treat them as -2 Equipment.

Suggested Environments

The Abomiluxa is a construct of Luxish design and is often found in areas of conflict, gathering bodies from the dead in the heat of battle.


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