Far Realm Abomination
Large aberrant humanoid
Level 10 Solo aberrant XP 2500
Initiative +6 Senses Perception +9; low-light vision
HP 436; Bloodied 218
AC 26; Fortitude 26, Reflex 22, Will 23
Speed 0 (6 when freed)
Tentacle Lash (standard, at-will)
Reach 3; +15 vs AC; 2d6+6 damage, and the target slides 2 squares.
Prismatic Surge (standard, at-will) Cold, Fire, Lightning
Ranged 10; +13 vs Any; . +13 vs. all defenses, the beam hits if it hits any defense, 1d8+6 cold, fire, and lightning damage.
Tentacle Flurry (standard, recharge )
Close burst 3; +15 vs AC; 2d6+6 damage, and the target slides 2 squares.
Vortex of Madness (standard, recharges when first bloodied) Psychic
Close burst 5; +13 vs Will; 1d8+10 damage, and the target is stunned (save ends).
Warped Storm (immediate reaction, when hit by an attack; at-will) Teleportation
The attacker teleports 3 squares.
The far realm abomination’s mind has been splintered into three distinct beings. Rather than roll initiative, it acts three times per round on initiative count 25, 15, and 5. It cannot delay or ready actions, and on each turn it gains one standard action. It can use one immediate action between each turn.
Alignment Chaotic evil Languages Deep Speech, telepathy 10
Skills Arcana +13
Str 24 (+12) Dex 13 (+6) Wis 9 (+4)
Con 21 (+10) Int 16 (+8) Cha 22 (+11)
Published in H3 Pyramid of Shadows, page(s) 46.