Huge Celestial, Lawful Good
Armor Class 13
Hit Points 151 (13d12 + 54)
Speed 40 ft., Fly 60 ft.
STR
17 (+3)
DEX
16 (+3)
CON
19 (+4)
INT
19 (+4)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws WIS +6, CHA +6
Skills Arcana +8, Insight +6
Damage Resistances Force, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Senses Darkvision 120 ft, Passive Perception 12
Languages All, Telepathy 120 ft
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Forceful Weapons.

The Amalgi's Weapon attacks deal an extra 3 (1d6) force damage on a hit (included in its attacks).

Innate Spellcasting (psionics). 

The Amalgi's Innate Spellcasting Ability is Intelligence (Spell Save DC 16, +8 to hit with spell attacks). It can cast the following spells.

At Will: Phantasmal Force, Confusion, Polymorph, Alter Self, Fear, Mage Armor, Darkness

3/day Each: Phantasmal Killer, Arcane Eye, Greater Invisibility, Suggestion, Cloudkill

1/day Each: True Seeing, Synaptic Static, Mordenkainen's Sword

 

Actions

Multiattack. The Amalgi makes three attacks with its spear, or two unarmed strikes

Longspear. Melee or Ranged Weapon Attack, reach 10 ft or range 30/120 ft, one target, +7 to hit. Hit: 17 (4d6+3) piercing damage + 3 (1d6) force damage.

Unarmed Strike. Melee Weapon Attack, reach 5 ft, one target, +7 to hit. Hit: 5 (1d4+3) bludgeoning damage + 3 (1d6) force damage. Alternatively, instead of dealing damage, the Amalgi can grapple its target (Escape DC 15). While grappled in this way, the target takes 14 (4d6) force damage at the start of each of the Amalgi's turns. The Amalgi has one Unarmed Strike, and can grapple one target at a time. 

Description

The Amalgi are a forgotten race of celestials who have developed great psionic power due to their proximity to the mind flayers. They have been allies with the flumphs for thousands of years, and have taken a more proactive role in eradicating mind flayer colonies. Although rare, mind flayers have to be very cautious of them, because when they do strike, they hit hard. 

Lair and Lair Actions

An Amalgi's lair is similar to a flumph colony, but imbued with magic.

Lair Actions

On initiative count 20 (losing initiative ties), the Amalgi takes a lair action to cause one of the following effects; the Amalgi can’t use the same effect two rounds in a row:

  • A Stinking Cloud appears in one place of the Amalgi's desire.
  • Stalagmites and Stalactites in the lair launch themselves at one creature of the Amalgi's desire. That creature must make a DC 15 Dexterity saving throw, taking 3d10 piercing damage on a failed save, or half as much on a success. The stalagmites then return to normal.
  • Three creatures in the lair take 4d6 necrotic damage each, and the Amalgi regains hit points equal to the combined amount of damage.
  • A mushroom in the lair emits an aura of the darkness spell 15 feet around it.
  • The Amalgi summons 1d8+10 flumphs which act as allies to the Amalgi and obey its verbal and telepathic commands. If issued no commands, the flumphs defend themselves from attackers.

 

Previous Versions

Name Date Modified Views Adds Version Actions
8/8/2020 5:18:42 PM
1
1
A
Coming Soon
8/9/2020 8:57:21 PM
5
1
A
Coming Soon

Habitat: Underdark

NDA64

Comments

Posts Quoted:
Reply
Clear All Quotes