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|This material is published under the OGL|
These monsters are created by the spell of the same name. Parts from a Small creature make Tiny abominations, parts from a Medium or Large creature can make a Tiny or Small abomination, and parts from a Huge or larger creature can make a Medium-size abomination.
|Flying Abomination, Tiny||Flying Abomination, Small||Flying Abomination, Medium|
|Size/Type:||Tiny Undead||Small Undead||Medium Undead|
|Hit Dice:||1d12 (6 hp)||2d12 (13 hp)||3d12 (19 hp)|
|Speed:||Fly 30 feet (good)||Fly 30 feet (good)||Fly 30 feet (good)|
|Armor Class:||16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14||14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13||12 (+2 natural), touch 10, flat-footed 12|
|Attack:||Slam +1 melee (1d3-1)||Slam +2 melee (1d4)||Slam +2 melee (1d6+1)|
|Full Attack:||Slam +1 melee (1d3-1)||Slam +2 melee (1d4)||Slam +2 melee (1d6+1)|
|Space/Reach:||2 ft./0 ft.||5 ft./5 ft.||5 ft./5 ft.|
|Special Attacks:||As Original Creature||As Original Creature||As Original Creature|
|Special Qualities:||Undead Traits||Undead Traits||Undead Traits|
|Saves:||Fort +0, Ref +2, Will +2||Fort +0, Ref +1, Will +3||Fort +0, Ref +1, Will +3|
|Abilities:||Str 8, Dex 14, Con –, Int –, Wis 10, Cha 10||Str 10, Dex 12, Con –, Int –, Wis 10, Cha 10||Str 12, Dex 10, Con –, Int –, Wis 10, Cha 10|
|Organization:||Pack (3-12)||Pack (3-12)||Pack (3-12)|
|Alignment:||Always neutral||Always neutral||Always neutral|
A head, leg, tail, or other monstrous appendage floats before you. Its dull skeletal composition betrays its undead state. The pale radiance of magic plays about the body part before it launches toward you.
Like all undead, flying abominations have no place in the natural order of the world. A spellcaster creates these skeletal body parts to have as "handy" servants and to act as guardians of low priority treasures or places.
When used in combat, a flying abomination is sent to attack, and thereby distract, enemy spellcasters. On their own, a pack of abominations is likely guarding an area from intrusion and attacks the first creature to enter the restricted area en masse. Without intelligence, flying abominations do not utilize tactics but neither do they succumb to fear or intimidation.
None — Flying abominations have no desire or need to acquire material possessions. It is possible they guard a minor treasure but otherwise adventurers should not hope to reap great financial or magical rewards after slaying them.
In Your Campaign Edit
Some enterprising spellcasters have been known to use Tiny and Small flying abominations in an unusual defensive tactic. At the opposite end of an enclosed space (a hallway for example) which intruders must enter, one abomination is set to float on either side with a rope tied between them. When an intruder steps halfway down the protected area, the abominations fly forward at their fastest rate in an attempt to trip him.
If the target can see the abominations approaching, he can make an attack of opportunity against one of them. Unless the attack succeeds in destroying one of the abominations, they continue with the trip attack. If the abominations are not of the same size, use the higher Strength score between them. Even if the trip attempt does not succeed, the target cannot make a trip attempt against the flying abominations.
Another variant which uses the same tactic is for two Medium flying abominations to be tied together by a thin silk rope and then sent against the front lines of a large attacking force. If the massive trip attempt fails, it still succeeds in throwing those frontline attackers into mild confusion, for the distance between the abominations (50 to 150 ft.) is so great.