12 (natural armor)
45 (6d10+12)
swim 40 ft.
Perception +2
blindsight 30 ft.
2
The abomination has advantage on melee attack rolls against any creature that doesn't have all its hit points.
The abomination can breathe only underwater.
The abomination can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.