15 (natural armor)
66 (7d12 + 21)
walk 30 ft., fly 40 ft.
Str +7, Con +6
charmed, frightened, poisoned
understands Common and Draconic but can't speak
6
+3
The abomination is surrounded by a noxious stench. At the start of the abomination's turn, any creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the abomination's next turn.
The abomination regains 10 hit points at the start of its turns if it has at least 1 hit point.
The abomination makes three attacks using Claw, Acidic Spit, or a combination of them. It can replace one of the attacks with a Tail attack.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 5 (1d10) poison damage.
Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) acid damage.
The abomination belches forth a cloud of acidic gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 28 (8d6) acid damage on a failed save, or half as much damage on a successful one.