Abomination A sickly alchemist caresses an elixir he created himself. Assured it will cure his fatal illness, he downs the volatile concoction in mere seconds. Suddenly, his whole body convulses. His muscles contort and expand unnaturally as murderous thoughts fill his mind... then he blacks out. The next the he remembers is standing, alone and covered in blood, amidst the grisly slaughter of an innocent family. An elven woman strolls through a misty mountain pass. Her shoulder aches and she pulls back her shirt to reveal the source, a glowing abyssal mark. She hopes that the ancient monestary ahead will help her contain her demonic curse. Cloaked figures leap out from a nearby boulder, demanding her money or her life. Reluctantly, she summons power from the mark, assuming the form of a terrifying monster with razor sharp quills, tentacles for arms, and a bat-like wings. The bandits flee at the sight, but are picked off one by one in the thick mist. They never stood a chance. A gnomish man in a white coat twirls his mustache impatiently as he waits for the perfect moment to arrive. Lightning crackles above and he excitedly motions for his malformed assist to crank his operating table up into an open skylight. The table, a slab of metal with a finely stitched together orc corpse lying on it, rises into the air. The body is struck with a bolt as the gnome cackles with glee. Once the body is brought back down, it begins to shift. It's alive! The gnomes celebratory cheer is short-lived, however, as his new creation jolts up and strangles him in a berserk rage. Adaptable, destructive, strange, and formidable, abominations are the uncontrollable atrocities resultant from unknowable magics and sinister experimention. They are a cruel perversion of life, mimicking and improving upon it by learning, growing, and evolving faster than any normal living thing would. Dual Natured Abominations are the embodiment of duality, shifting rapidly between their fragile, unassuming normal form and their ferocious, indomitable monster form. The result is a state of constant internal strife; a struggle to keep the monster within under control in public and to unleash its full power when needed. Maintaining the appearance of normality is especially important because those who know their true nature almost never bear good will towards them, sometime rightfully so. A transformed abomination can do gruesome things without ever knowing or desiring to. Made, not Born Abominations are by their very nature not endemic to the world, or even the multiverse as a whole. They are always created through some sort of outside influence from forces that should not be toyed with. This could occur through an alchemical experiment or exposure to the Far Realm of existence. In any case, they are fueled by an unnatural and sometimes even unholy source of power. This peculiar power allows them to mutate their forms over time into deadlier and stranger shapes still. Creating an Abomination When making an abomination character, it's important to consider how you acquired the afflication (or some might say, blessing) that causes you to become a horrific creature. You might be a test subject of a mad doctor determined to make the perfect killing machine. Or maybe you offended a powerful being of the lower planes and were cursed with a bestial transformation. Perhaps an arcane ritual of yours went wrong and sent you on a nightmarish voyage through the domain of the Ancient Ones, leaving you forever physically and mentally altered. Consider these questions. Why are you adventuring? Is it to find a cure or to test the limits of your newfound powers? Did you ever do anything that society might find repugnant while in monster form? You might be actively hunted for such a thing. How do you cope with your conflicting natures? Do you embrace it? Does it make you fearful for yourself and for others around you? Who caused you to be this way? Do you want revenge on them for what they did? Quick Build You can make an abomination quickly be following these suggestions. First, make Constitution your highest ability score. Then make Wisdom your second highest ability score. Lastly, choose the hermit background.

The Abomination Level Proficiency Bonus Features Absolution 1st +2 Abominable Transformation, Monster Hyde - 2nd +2 Absolution, Inner Beast 1d6 3rd +2 Mutation (I) 2d6 4th +2 Ability Score Improvement 2d6 5th +3 Extra Attack 3d6 6th +3 Controlled Transformation, Monster Hunter 3d6 7th +3 Mutation (II) 4d6 8th +3 Ability Score Improvement 4d6 9th +4 Iron Will, Controlled Transformation (two uses) 5d6 10th +4 Grisly Visage 5d6 11th +4 Mutation (III) 6d6 12th +4 Ability Score Improvement 6d6 13th +5 Remission, Controlled Transformation (three uses) 7d6 14th +5 Supernatural Physique 7d6 15th +5 Mutation (IV) 8d6 16th +5 Ability Score Improvement 8d6 17th +6 Wall of Flesh 9d6 18th +6 Mutation (V) 9d6 19th +6 Ability Score Improvement 10d6 20th +6 Perfect Transformation 10d6 Class Features As an abomination, you gain the following class features Hit Points Hit Dice: 1d6 per abomination level

1d6 per abomination level Hit Points at 1st Level: 6 + your Constituion modifier

6 + your Constituion modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constituion modifier per abomination level after 1st Proficiencies Armor: None

None Weapons: Simple Weapons

Simple Weapons Tools: One instrument or artisan tool of your choice Saving Throws: Constitution, Strength

Constitution, Strength Skills: Choose three from Perception, Insight, Intimidation, Athletics, Acrobatics, Stealth, Medicine, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) any simple weapon or (b) two daggers

an instrument or artisan tool in which you are proficient (a) a set of manacles, (b) 20 feet of hempen rope, (c) a shovel, or (d) 5 iron spikes Abominable Transformation Starting at 1st level, you have the potential to assume the form of a horrific monster. You gain the (shapechanger) subtype. Any time you take a critical hit, roll a natural 1 on an attack roll or ability check, fall to 0 health, suffer the frightened condition, or are otherwise instructed to at the DM's discretion while in human form, you transform into your monster form for 5 turns or until you are reduced to 0 hit points. You can try to stop the transformation by making a DC 10 Wisdom save. The following rules apply while in monster form: Your monster form is Large size, has a movement speed of 40, and has two clawed hands which each function as a 1d8 light slashing weapons in which you are proficent.

You cannot speak a language, use items, cast spells, maintain concentration, and any non-magical armor you are wearing is destroyed.

When you enter your monster form, you must attempt a DC 10 Charisma save or go feral. You have disadvantage on this save if being frightened was what caused you to transform. While feral, you must spend each of your turns moving towards the nearest creature and attacking it. At the end of each of your turns, you can attempt a DC 15 Charisma save to regain control of your monster form.

You can transform a number of times equal to your normal forms Constitution modifier (minimum of 1) before needing a long rest.

If you are affected by the grappled, frightened, or restrained conditions when you transform, they immediately end.

Your monster form has separate pool of hit points, which is always full upon transforming. Roll your monsters health like you would normally for your character except using a d12 hit die instead of a d6.

When you return to your normal form, your hit points remain the same as they were when you transformed unless you were forced to change back by being reduced to 0 hit points. In which case, your normal forms hit points are also reduced to 0.

Your monster form has its own Strength, Dexterity, and Constitution which are determined by the monster type you are. Select one of the following options: Monstrosity. While in monster form, your type is monstrosity, you have resistance to lightning damage, and your ability scores are 18 Strength, 16 Dexterity, and 14 Constitution. Aberration. While in monster form, your type is aberration, you have resistance to psychic damage, and your ability scores are 14 Strength, 18 Dexterity, and 16 Constitution. Undead. While in monster form, your type is undead, you have resistance to necrotic damage, and your ability scores are 16 Strength, 14 Dexterity, and 18 Constitution. Monster Hyde Starting at 1st level, you gain a carapace or leathery skin that protects you both your normal and monster forms. The protective skin is not ordinarily visible in your normal form, but appears briefly to block attacks. When not wearing armor, your AC in both forms is set to 13 + your Dexterity modifier. Absolution At 2nd level, you can focus your mind and draw upon the unnatural stamina of your monster form. You have a number of absolution dice, which are d6s, determined by your level. While in normal form, you can use an action to roll any number of the dice and add your proficiency bonus to each one. You then gain temporary hit points equal to the total. You keep your temporary hit points between transformations. Additionally, you can't provoke an involuntary transformation for a number of rounds equal to the total. Inner Beast At 2nd level, your unnatural demeanor affects others. Animals will go out of their way to avoid you and people try not to rouse your ire. Also, you have advantage on ability checks made to intimidate beasts and humanoids, and advantage on ability checks made to learn or recall information about creatures of the same type as your monster form. Mutation (I) At 3rd level, your monster form mutates to acquire a deadly new weapon. Choose one of the following one of the following features: Vicious Claws. Your claws lengthen, allowing you to cut through enemies. Once per turn, when you critically hit or reduce a creature to 0 hit points with a claw attack, you can immediately make an attack on another creature within 5 feet of you. Additionally, you can climb difficult surfaces without needing to make an ability check while in monster form. Grasping Tendrils. Your arms become opposable spiked tendrils while in monster form. Your claw weapons have finesse, reach, and you can use items while transformed. Cannibal Maw. You gain rows of sharp teeth and an unhingable jaw while in monster form. You have a bite weapon that does 3d4 piercing damage and can be used while grappling. You can also use an action to devour a creature with 0 hit points whole and regain (your proficiency bonus)d8 + your Constitution modifier hit points. You can only devour large or smaller humanoids, beasts, or the same type as your monster form. Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Additionally, you can increase one of your monster forms ability scores by 2, to a maximum of 26. Extra Attack When you reach 5th level, you can make one additional attack whenever you take the Attack action. Transformation Control Starting at 6th level, you can measure of control over your monster form. Once per long rest, you can force a transformation into your monster form as a bonus action. You can't become feral when you transform this way. You can do this an additional time per long rest at 9th and 13th levels.

This feature can be used to transform even when you are at your limit per long rest, but you gain a level of exhaustion when you return to your normal form if you do. Monster Hunter It takes one to know one. At 6th level, you can sense the presence of creatures that share a type with your monster form within 30 feet of you. If their location isn't immediately apparent, you can detect the approximate direction of the creature until your are within 5 feet of it, then you can discern its exact position. Additionally, your natural weapons are considered to be magical for the purposes of overcoming damage resistance. Variant: Smell Innocence If you want to get even more monstrous, you could elect to replace your ability to detect monsters of your type with the ability to detect the innocent, such as children, virgins, or cute animals. Mutation (II) At 7th level, you mutate a unique power that can be used either form of yours. Choose one of the following features: Powerful Legs. You evolve a stronger lower body that helps increase your mobility. Your movement speed increases by 10 feet and your jump height and distance is tripled in both forms. Vile Bile. You can unleash a spray of bile upon your enemies in both forms. As an action, you spit acid in a 15 foot cone, each creature in that cone must make a Dexterity save equal to (8 + your proficiency bonus + your Constitution modifier). Prior to unleashing the bile, you can charge it as a bonus action on each of your turns for up to a number of turns equal to your Constitution modifier. On a failure, they take 1d6 + an additional 1d6 acid damage for each time you charged it. On a success, they take half of that. The damage die is increased to a d8 while in monster form. If you charged it at least 3 times, your targets must also make a Constitution save (same number as above) or contract the Sight Rot disease. (DMG, Pg 257) Once you use this feature, you must take a short or long rest in order to use it again. Reactive Anatomy. Your body in both forms can adapt to the conditions of hostile enviroments. When you succeed on a saving throw against an enviromental hazard, you gain an adaptation that helps you overcome it (such as water breathing or extreme temperature tolerance) until your next long rest. Additionally, when you take non-magical damage from a source you can see, you can use your reaction to half the damage dealt to you. Iron Will At 9th level, you gain proficiency in Wisdom saves and have advantage on saves to resist being frightened. Additionally, the saving throw to resist becoming feral when you transform becomes a DC 5 Charisma save. Grisly Visage Starting at 10th level, you can use an action in both forms to menace nearby foes with your monstrous apperance. Each hostile non-friendly creature within 30 feet of you must make a Wisdom saving throw (DC equal to 8 + your proficiency + your Strength or Intimidation modifier) or be frightened of you until the end of your next turn. On subsequent turns when you use your Grisly Visage, creatures that are already frightened don't get an additional save. This effect ends on a creature if it ends its turn out of line of sight or more than 60 feet away from you. If a creature succeeds on its saving throw, they are immune to this feature for the next 24 hours. Mutation (III) At 11th level, every part of your body becomes a deadly weapon. Choose one of the following features: Wicked Quills. Your natural weapon attacks while in monster form do an additional 1d4 piercing damage. Additionally, you can make a ranged weapon attack in monster form by firing the quills at a creature within 30 feet of you or 60 feet with disadvantage. The attack deals 2d4 piercing damage and can use either your Strength or Dexterity modifier (whichever is higher). Evolved Mind. You learn the mage hand cantrip. When you cast it this way, the hand is invisible. You may also cast telekinesis once per long rest while in monster form. You can cast and maintain these spells while in monster form. They are considered to be psionic in nature and Wisdom is your spell casting ability.