Essence Abominations

There are several ways these odd creatures can be birthed into existence. Usually, they are created when a creature comes into contact with a sure of Essence.

Essence Abomination CR: 9

Large aberration, chaotic neutral
Armor Class: 19 (natural armor)
Hit Points: 112 (14d10 + 42)
Speed: 30 ft

STR

20 +5

DEX

16 +3

CON

16 +3

INT

10 +0

WIS

14 +2

CHA

8 -1

Saving Throws: DEX +7, CON +7
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Force
Condition Immunities: Charmed, Frightened
Senses: Blindsight 120, Passive Perception 12
Challenge Rating: 9

Force Absorption. Whenever the essence abomination is subjected to force damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.   Explosive Shell. When the essence abomination is dealt damage, any creature within 5 ft. must make a Dexterity saving throw (dc 16). On a failure, they take 2d6 force damage

Actions

Multiattack. The Essence Abomination makes two slam attacks and one magic bolt attack.   Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 16 (2d10 + 5) bludgeoning damage.   Magic Bolt. RangedWeapon Attack: +7 to hit, range 120/240 ft., 1 target. Hit: 6 (2d4 + 2) force damage.  

Bonus Actions

  Energy Bite (recharge 6). The Essence Abomination bites one target within 10 ft. They must make a constitution Saving Throw (DC 16). On a failure, their Strength and Constitution scores go down by 2.

The Essence Abomination is a creature who has absorbed essence through one means or another. It has warped them into a twisted creature whose flesh is slightly translucent. They have a turtle-like shell of energy that covers their body with six clawed feet that stick out of it. Their elongated neck looks like that of a worm with a mouth filled with suckers.