Guardian Demon Abomination - Monsters

Guardian Demon Abomination
Large elemental humanoid (demon)
Level 8 Soldier XP 350

HP 90; Bloodied 45Initiative +10
AC 24, Fortitude 21, Reflex 20, Will 19Perception+12
Speed 6Darkvision
Immune sleep, stun

Traits

Abominable HorrorAura 1

Any enemy that ends its turn within the aura is marked by the guardian demon abomination until the end of the abomination's next turn.

All-Around Vision

Enemies can't gain combat advantage by flanking the abomination.

Standard Actions

(⚔) TentacleAt-Will

Attack: Melee 2 (one creature); +13 vs. AC

Hit: 2d8 + 7 damage.

Tentacle SeizeAt-Will

Requirement: Requirement: The abomination must not have a creature grabbed.

Attack: Melee 2 (one creature); +13 vs. AC

Hit: 2d8 + 7 damage, and the abomination pulls the target 1 square. If the target ends that movement adjacent to the abomination, the abomination grabs the target. The target takes a -4 penalty to attempts to escape the grab.

Minor Actions

Tentacle Drain (necrotic) ✦ At-Will (1/round)

Requirement: The abomination must be bloodied.

Effect: The abomination sustains a grab. The grabbed creature takes 1d8 + 4 necrotic damage, and the abomination can make a saving throw against one effect that a save can end.

Triggered Actions

Variable Resistance2/Encounter

Trigger: The abomination takes acid, cold, fire, lightning, or thunder damage.

Effect (Free Action): The abomination gains resist 5 to the triggering damage type until the end of the encounter or until it uses variable resistance again.

Skills Athletics +14, Intimidate +10
Str 20 (+9)                Dex 19 (+8)                Wis 17 (+7)
Con 18 (+8)                Int 11 (+4)                Cha 12 (+5)

Alignment Chaotic Evil        Languages Abyssal, Common

Published in Demonomicon, page(s) 114.