Warped Abomination

Large • Aberration • Chaotic Evil

Armor Class 11

Hit Points 110 (13d10 + 39)

Speed 20 ft.

Initiative -2 (8)

STRDEXCONINTWISCHA
15 (+2)6 (-2)17 (+3)6 (-2)12 (+1)8 (-1)

Saving Throws Str +5, Con +6

Condition Immunities charmed, frightened, prone

Senses darkvision 60 ft., passive Perception 11

Languages Understands Deep Speech but can't speak

CR 6 (XP 2,300; PB +3)

Aura of Madness. Wisdom Saving Throw: DC 14, any non-Aberration that starts its turn in a 20-foot emanation originatin from the abomination. Failure: The target becomes frightened until the start of the creature's next turn. While frightened this way, the creature has a speed of 0.

Chaotic Magic Resistance. The abomination has advantage on saving throws against spells and other magical effects and spell attack rolls against it have disadvantage. When the abomination succeeds on a saving throw against a spell that targets only it, or a spell's attack roll misses it, a randomly determined creature within 20 feet of it is chosen as the new target of the spell. If the effect requires a saving throw, the target makes its own saving throw. If the effect requires an attack roll, the attack roll is rerolled against the target.

ACTIONS

Multiattack. The abomination makes two Rend attacks and uses its Maddening Pulse once.

Rend. Melee Weapon Attack: +5, reach 5 ft. Hit: 16 (4d6 + 2) slashing damage. If the target is a Medium or smaller creature, it is knocked prone.

Maddening Pulse. Intelligence Saving Throw: DC 14, one creature randomly determined hostile creature within 30 feet of the abomination. Failure: 10 (3d6) psychic damage and the target suffers a short-term madness until the end of its next turn. Success: Half damage.

Warped Abomination

Large • Aberration • Chaotic Evil

Armor Class 10

Hit Points 75 (10d10 + 20)

Speed 20 ft.

Initiative -2 (8)

STRDEXCONINTWISCHA
13 (+1)6 (-2)15 (+2)6 (-2)10 (+0)8 (-1)

Saving Throws Str +5, Con +6

Condition Immunities charmed, frightened, prone

Senses darkvision 60 ft., passive Perception 10

Languages Understands Deep Speech but can't speak

CR 3 (XP 700; PB +2)

Aura of Madness. Wisdom Saving Throw: DC 12, any non-Aberration that starts its turn in a 20-foot emanation originatin from the abomination. Failure: The target becomes frightened until the start of the creature's next turn. While frightened this way, the creature has a speed of 0.

Chaotic Magic Resistance. The abomination has advantage on saving throws against spells and other magical effects and spell attack rolls against it have disadvantage. When the abomination succeeds on a saving throw against a spell that targets only it, or a spell's attack roll misses it, a randomly determined creature within 20 feet of it is chosen as the new target of the spell. If the effect requires a saving throw, the target makes its own saving throw. If the effect requires an attack roll, the attack roll is rerolled against the target.

ACTIONS

Multiattack. The abomination makes two Rend attacks and uses its Maddening Pulse once.

Rend. Melee Weapon Attack: +3, reach 5 ft. Hit: 11 (3d6 + 1) slashing damage. If the target is a Medium or smaller creature, it is knocked prone.

Maddening Pulse. Intelligence Saving Throw: DC 12, one creature randomly determined hostile creature within 30 feet of the abomination. Failure: 7 (2d6) psychic damage and the target suffers a short-term madness until the end of its next turn. Success: Half damage.

Warped Abomination

Large • Aberration • Chaotic Evil

Armor Class 12

Hit Points 152 (16d10 + 64)

Speed 20 ft.

Initiative -2 (8)

STRDEXCONINTWISCHA
17 (+3)6 (-2)19 (+4)6 (-2)14 (+2)8 (-1)

Saving Throws Str +5, Con +6

Condition Immunities charmed, frightened, prone

Senses darkvision 60 ft., passive Perception 12

Languages Understands Deep Speech but can't speak

CR 9 (XP 5,000; PB +4)

Aura of Madness. Wisdom Saving Throw: DC 16, any non-Aberration that starts its turn in a 20-foot emanation originatin from the abomination. Failure: The target becomes frightened until the start of the creature's next turn. While frightened this way, the creature has a speed of 0.

Chaotic Magic Resistance. The abomination has advantage on saving throws against spells and other magical effects and spell attack rolls against it have disadvantage. When the abomination succeeds on a saving throw against a spell that targets only it, or a spell's attack roll misses it, a randomly determined creature within 20 feet of it is chosen as the new target of the spell. If the effect requires a saving throw, the target makes its own saving throw. If the effect requires an attack roll, the attack roll is rerolled against the target.

ACTIONS

Multiattack. The abomination makes two Rend attacks and uses its Maddening Pulse once.

Rend. Melee Weapon Attack: +7, reach 5 ft. Hit: 25 (5d8 + 3) slashing damage. If the target is a Medium or smaller creature, it is knocked prone.

Maddening Pulse. Intelligence Saving Throw: DC 16, one creature randomly determined hostile creature within 30 feet of the abomination. Failure: 18 (4d8) psychic damage and the target suffers a short-term madness until the end of its next turn. Success: Half damage.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.