Undefined Form
Each round, everybody fighting the amalgamate must make a DC10 wisdom saving throw. On fail, they become blinded for one round.
Wiliness to fight: The amalgamate starts with 4d20 points for wiliness to fight. Every turn, this counter is decreased by 1. As a action, a character can roll a D4 plus their charisma modifier to reduce that number further.
The amalgamate can make two actions per turn.
Change form: On the Amalgamate's turn, It can change it's size and can roll damage against the walls and the ceiling if required to change it's size.
Overpower: The amalgamate can also crush (or also an attack similar to crush) for 2d20+5 bludgeoning damage with +5 to hit.
Attack-restrain: The amalgamate can use a combination of it's physical and mental self to slow an attacker by halving it's speed and dealing 1D20 any physical damage with +8 to hit.
Absorb: Any attack with 10 damage or under can be absorbed. Crits can not be absorbed.
Description
The amalgamate does not make physical sense to other creatures. It is purely white and is constantly melting itself. It can resemble any other monster or combination of monsters in the manual. It appears to have no intelligence but is smarter than it looks.
Almost identical to the amalgamates found in undertale. In most cases, I suggest you use a variation of this monster as to fit your campaign.
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