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Mô hình Aberration Monster cho Dungeons & Dragons (DND) 1

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Mô hình Aberration Monster cho Dungeons & Dragons (DND)

By mysstra_949242

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Model ID
#260939
Category
Miniatures
Published
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Standard Digital File License

Description

Query Successful

Of course! This model is fantastic—it looks like a creature worthy of a Lovecraftian nightmare or a mutated dungeon! I'll combine it with the "Mimic Monster" suggestion you provided.

Here are some values and abilities for a Red-Eyed Aberration / Flesh Mimic for Dungeons & Dragons 5e. I'll make it a medium CR (Challenge), suitable for a group of level 3-5 adventurers, and then give you ideas for scaling the difficulty.
Gluttonous Aberration / Flesh Mimic

This creature is a misshapen aberration, a predator resembling an amalgam of flesh, with bulging eyes and an insatiable mouth. It lurks in damp, dark places, often camouflaging itself as a pile of organs, a pulsing section of wall, or a pool of viscous fluids before launching its attack. It doesn't speak, only moans and roars with hunger.

Creature Type: Aberration
Alignment: Chaotic Evil
Armor Class (AC): 14 (Natural Armor)
Hit Points (HP): 78 (12d8 + 24)
Speed: 20 ft., Climb 20 ft.

STATISTICS

| STR | DEX | CON | INT | WIS | CHA |
| :-- | :-- | :-- | :-- | :-- | :-- |
| 16 (+3) | 10 (+0) | 15 (+2) | 6 (-2) | 12 (+1) | 5 (-3) |

Saving Throws: Constitution +4

Skills: Perception +3, Stealth +2

Senses: Darkvision 60 ft., Passive Perception 13

Languages: ---

Challenge (CR): 3 (700 XP)

Special Features:

Mimicry Form: The Gluttonous Aberration can use its action to take the appearance of an inanimate object or section of surface (wall, floor, etc.) of Large or smaller size, made of flesh, bone, or organic material, weighing no more than 2,000 pounds. Its Perception DC to be recognized is 15. Any creature that touches the aberration while in mimic form is subject to its Engulfment if the mimic so desires (see below).
Repulsive Aura: Any creature that starts its turn within 10 feet of the aberration and can see it must succeed on a DC 11 Wisdom saving throw or be frightened until the start of its next turn. If the saving throw is successful, the creature is immune to this aberration's Repulsive Aura for the next 24 hours.
Pulsating Eyes: The aberration has advantage on sight-based Perception checks.

Actions:

Multiattack: The Gluttonous Aberration makes two attacks: one with its bite and one with its tentacle grab.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) acid damage.
Tentacle Grapple: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is a Medium-sized creature or smaller, it is grappled (escape DC 13). Until the grapple ends, the target is incapacitated, and the aberration cannot use this grapple against another target.
Engulf (Recharge 5-6): The aberration can attempt to engulf a grappled Medium-sized or smaller creature. The target must succeed on a DC 13 Dexterity saving throw or be engulfed by the aberration's mouth. A swallowed creature is blinded, restrained, and has complete cover from attacks and other external effects. The swallowed creature takes 7 (2d6) acid damage at the start of each of the aberration's turns. If the aberration moves, the swallowed creature moves with it. The aberration can only have one swallowed creature at a time. If the aberration dies, the swallowed creature is no longer restrained by it and can escape using 5 feet of movement, exiting prone.

How to Use in D&D:

Encounter: You can find them in:
Abandoned dungeons or sewers: Masquerading as rotting walls or piles of organic waste.
Failed Necromancers' or Alchemists' Labs: The result of horrific experiments.
Areas of Blight or Plague: Strange mutations in the earth.
Inside a larger creature: A parasite or "mimic" of internal organs.

Tactics:
Sneak Peek: Will use its Mimic Form to ambush.
Target Focus: Will attempt to quickly grab and engulf a lower-HP target (such as a mage or rogue) to take them out of combat and deal constant damage.
Fear: Her Loathing Aura can disorient the party and make it harder for them to coordinate their attacks.
Mobility: She will use her climbing speed to move along walls or ceilings and attack from unexpected angles.

Scaling Difficulty (for higher levels):

CR 5-6:
Increases Hit Points to 100-120.
Increases AC to 15 (Improved Natural Armor).
Increases Strength to 18 (+4) and Constitution to 17 (+3).
Gives its Bite a larger damage die (1d12 + 4) and acid damage to 2d6.
Increases the DC of Engulf and Tentacle Grasp to 14-15.
New Action: Psychic Shriek (1/Long Rest or Recharge 6): The mimic lets out a deafening psychic shriek. Each creature within 30 feet that can hear it must make a DC 13 Wisdom saving throw. On a failed save, they take 3d6 psychic damage and are stunned until the end of their next turn. On a success, they take half damage and are not stunned.
CR 8-10 (Minor Boss or unique encounter for a mid-level party):
Increases HP to 150-180.
Increases AC to 16 (Heavy Natural Armor).
Increases Strength to 20 (+5) and Constitution to 18 (+4).
Increases Bite damage to 2d8 + 5 (Piercing) + 3d6 (Acid).
Increases Gobble damage to 3d6 acid per turn.
Increases Save DCs to 15-16.
Resistances/Immunities: Resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Immunities to Grappled and Restrained conditions.
New Ability: Multiple Maw: The aberration can swallow up to two creatures at a time.
New Ability: Eyes of Madness: The creature has advantage on saving throws against being Blinded or Frightened. In addition, at the start of each of the aberration's turns, each creature within 30 feet of it that can see the aberration's eyes must make a DC 14 Wisdom saving throw. On a failed save, it takes 2d4 psychic damage.

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