AbominationReported By: unknown contributor in GW07 Module
Role: Unique Base Stock: Unknown
MCC Stat Block: Abomination (1): Init +5; atk 9 x claws melee +9 (1d5+6); AC 17; HD 9D5 hp 27; MV 11' ; 1d20+1d14; SV Fort +4, Ref +0, Will +3 Mutations: (P) Photosynthetic Skin (28), Skeltal enhancement (18), Speed Increase (14), Duality (15), Enhanced Smell (12)(PL) Divisional body segments (15)(M) Phobia - Androids (16), Fear Generation (10), Temporal Fugue (12), Life Leech (14), Cryokinesis(8)
Number Appearing: 1 Morale: 9 Hit Dice: HD 9D5 Armor: 7 (AC 17) Size: Unknown
Movement: MV 11'
Attack: 9 x Claws melee +9 (1d5+6)
Frequency: Unknown Organization: Unknown Activity Cycle: Unknown Diet: Unknown Habitat: Unknown Tech Level: 0 - 0 Artifacts: Unknown
Description (Initial Observations): The abomination is part plant and part lizard. Its origin is lost in the mists of time, but it is known that no other creature like it exists on the continent. The scaled / bark body has no defined shape to it, 3 foot long claws tipped limbs stick out at seemingly random places. Its head is flat bony protrusion with a mass of short thick tentacle / branches surrounding it like a collar. Its mouth is toothless, merely an entrance to the acid filled belly.
Reactions: No known interactions
Behavior: While using life leech, any of its temporal fugue copies are not affected. They are affected by anybody else's life leech as individual creatures. This is not the same as the anti-life leech mutation.When in combat, the abomination needs four limbs to remain mobile, the others will leave and attack on their own.
Behavior: Behavior not recorded
Society: Anthropological studies incomplete