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Outer Abomination: The Second Stage

Outer Abomination: The Second Stage CR 10

XP 9,600
CE Large aberration
Init +8; Senses darkvision 60 ft.; Perception +18

DEFENSE

AC 24, touch 14, flat-footed 19 (+4 Dex, +1 dodge, +10 natural, –1 size)
hp 137 (11d8+88); fast healing 5
Fort +12, Ref +9, Will +11; DR 15/magic; Immune confusion, fire, insanity; SR 21

OFFENSE

Speed 40 ft.
Melee bite +15 (1d8+7 plus grab), 4 slams +15 (1d4+7)
Space 10 ft.; Reach 10 ft.
Special Attacks dread curse, feed
Spell-Like Abilities (CL 10th; concentration +15)

At willdeath knell (DC 17), greater dispel magic, greater teleport (self only), hold person (DC 17)
3/daybestow curse (DC 19), confusion (DC 19), dread curse (DC 20), fear (DC 19), fly, summon monster III
1/dayblack tentacles, feeblemind (DC 20), greater invisibility, phantasmal killer (DC 19), summon monster V

STATISTICS

Str 24, Dex 19, Con 24, Int 19, Wis 18, Cha 21
Base Atk +8; CMB +16; CMD 31
Feats Combat Casting, Dodge, Great FortitudeB, Improved Initiative, Lightning Reflexes, ToughnessB, Weapon Focus (slams), Weapon Focus (bite)
Skills Climb +21, Fly +16, Intimidate +19, Knowledge (any one) +18, Perception +18, Sense Motive +15, Stealth +14, Swim +21
Languages Aklo, Common

SPECIAL ABILITIES

Dread Curse (Sp)

Three times per day, an outer abomination can call down the dread curse, causing coils of rippling, foaming magic to descend from above to strike foes. This spell-like ability functions like unholy blight, except that it affects creatures of any alignment and treats them all as good outsiders for the purpose of the spell effect. The dread curse inflicts 10d6 points of damage to all creatures in the area of effect and causes them to be permanently sickened. A successful DC 20 Will save halves the damage and reduces the duration of the sickened effect to 1d4 rounds. This is a curse effect, and the spell-like ability functions as a 5th-level spell.

Feed (Ex)

An outer abomination drains blood and spiritual essence via its bite. At the end of its turn, if the abomination is grappling a foe, it inflicts 1d4 points of Constitution damage (via the draining of blood from the victim) and 1d4 points of Wisdom damage (via siphoning spiritual energy and damaging the victim’s sanity). Whenever an outer abomination kills a creature with its feed attack, it absorbs enough nutrients and soul energy to gain a growth point. Once an outer abomination earns a number of growth points equal to its current racial Hit Dice, it loses all growth points and gains a racial Hit Die. Once an outer abomination reaches 20 Hit Dice in this manner, it transforms into an outer spawn. An outer abomination loses 1 growth point per day, so if it doesn’t constantly feed, it will never grow. A creature killed in this way cannot be brought back to life via raise dead, but more powerful effects like resurrection still work normally.

ECOLOGY

Environment any
Organization solitary, pair, or doom (3–6)
Treasure standard

Every outer abomination is unique. However, in general they are still clearly derived from a humanoid form and are still in the process of eternal change. They have a face that buds from or is embossed upon some part of their upper body, and they usually still have hands and legs of a sort. Their evolving bodies often leave their inner organs open to the air, and they sprout tentacles or spawning sacs.

Outer abominations, like outer mutants and outer spawn are mortal/outside hybrids, descended from profane and perverse unions with Outer Gods.

When these offspring reach the abomination stage of development, they can no longer pass for mortal creatures and grow quite large—up to 12 feet in height and a ton or more in weight.

Abominations are the “second level” of horror resulting from an Outer God producing offspring with a mortal creature. They are significantly larger and more physically powerful than outer mutants, with potent mental and magical abilities. However, their minds are far more alien than those of the comparatively tractable mutant and they rarely work well with humans, let alone lead them. Rather, cults tend to treat them more as objects of worship at best or dangerous guardian beasts at worst.

At the abomination stage, the creature can no longer pass as a normal person: their hideous malformations are plain to all. They still feed on blood and soul energy, as mutants do, but they require much larger quantities and typically drain victims dry, rather than just tapping a target for a few pints at a time. Cults often use abominations as a convenient means to sacrifice victims to their Outer God master (usually but not always the abomination’s parent), since they cannot afford to let the abominations feed on their numbers.

An abomination grows steadily until eventually it can transform itself into an Outer Spawn.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2017, Petersen Games; Authors: Sandy Petersen, Arthur Petersen, Ian Starcher.