Dragonflesh Abomination

Huge monstrosity, typically neutral evil

Armor Class

15 (natural armor)

Hit Points

66 (7d12 + 21)

Speed

walk 30 ft., fly 40 ft.

Saves

Str +7, Con +6

Condition Immunities

charmed, frightened, poisoned

Languages

understands Common and Draconic but can't speak

Challenge

6

Proficiency Bonus

+3

Cloying Miasma

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.

Regeneration

The abomination regains 10 hit points at the start of its turns if it has at least 1 hit point.

Actions

Multiattack

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.

Claw

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 5 (1d10) poison damage.

Tail

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.

Acidic Spit

Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) acid damage.

Acid Belch (Recharge 5-6)

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.