Traits
Legendary Resistance (4/Day)
If the abomination fails a saving throw, it can choose to succeed instead.
Magic Resistance
The abomination has Advantage on saving throws against spells and other magical effects.
Multiple Heads
The abomination has three heads: a centipede hag's, a pigeon hag's, and a weasel hag's. Whenever the abomination takes 50 damage or more on a single turn, one of its heads dies (determined randomly). The abomination dies if all its heads are dead. At the end of each of its turns, if it has at least 1 Hit Point and any of its heads are dead, the abomination regains 20 Hit Points and one of its dead heads returns to life.
Spellcasting
Spellcasting
The abomination casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
Dispel Magic, Hypnotic Pattern
Actions
Multiattack
The abomination makes three attacks, using Cauldron Slam or Brew Spray in any combination.
Cauldron Slam
Melee Attack Roll: +9, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 9 (2d8) Acid damage.
Brew Spray
Ranged Attack Roll: +7, range 90 ft. Hit: 20 (4d8 + 2) Acid damage, and the target takes a -2 penalty to AC until the end of the abomination's next turn.
Legendary Actions
Corrosive Teleport
The abomination teleports up to 60 feet to an unoccupied space it can see. Dexterity Saving Throw: DC 18, each creature in a 10-foot Emanation originating from the abomination at its destination space. Failure: 7 (2d6) Acid damage. Success: Half damage.
Crushing Leap
The abomination jumps to a space within 30 feet that contains one or more Large or smaller creatures. Dexterity Saving Throw: DC 17, each creature in the abomination's destination space. Failure: 15 (2d10 + 4) Bludgeoning damage, and the target has the Prone condition. Success: Half damage only, and the target is pushed 5 feet straight away from the abomination. Failure or Success: The abomination can't take this action again until the start of its next turn.
Hag's Head
The abomination uses one of the following options (if the necessary head is alive); it can't use that option again until the start of its next turn:
- Contagious Miasma (Centipede Hag Head)
Constitution Saving Throw: DC 18, one creature the abomination can see within 5 feet. Failure: The target takes 13 (3d8) Poison damage and has the Poisoned condition. While Poisoned, it can't regain Hit Points. The target repeats the saving throw when it finishes a Long Rest, ending the effect on itself on a success. Success: Half damage only.
- Overwhelming Doubt (Pigeon Hag Head)
Wisdom Saving Throw: DC 18, one creature the abomination can see within 30 feet. Failure: 10 (3d6) Psychic damage, and the target has the Incapacitated condition until the end of its next turn. Success: Half damage only.
- Waking Nightmare (Weasel Hag Head)
Charisma Saving Throw: DC 18, one creature the abomination can see within 30 feet. Failure: 11 (2d10) Psychic damage, and the target has the Frightened condition. While Frightened, the target perceives its allies as enemies but isn't compelled to act in a specific way. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Success: Half damage only.