Huge Elemental, Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 324 (24d12 + 168)
Speed 50 ft., Swim 100 ft.
STR
21 (+5)
DEX
22 (+6)
CON
24 (+7)
INT
17 (+3)
WIS
18 (+4)
CHA
23 (+6)
Saving Throws STR +11, CON +13, WIS +10
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Cold, Poison
Senses Blindsight 120 ft., Passive Perception 14
Languages Aquan
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Empowered Attacks. Amalgam of Water’s slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.

Innate Spellcasting. Amalgam of Water’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: wall of ice

3/day: ice storm

1/day: storm of vengeance

Legendary Resistance (3/Day). If Amalgam of Water fails a saving throw, it can choose to succeed instead.

Magic Resistance. Amalgam of Water has advantage on saving throws against spells and other magical effects.

Water Form. Amalgam of Water can enter a hostile creature’s space and stop there. She can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. Amalgam of Water makes two slam attacks or two water jet attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage, and the target is grappled (escape DC 19). Amalgam of Water can grapple up to four targets. When Amalgam of Water moves, all creatures she is grappling move with it.

Water Jet. Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 21 (6d6) bludgeoning damage, and the target is knocked prone if it fails a DC 19 Strength saving throw.

Summon Elementals (1/Day). Amalgam of Water summons up to ten water elementals. Summoned elementals have maximum hit points, appear within 100 feet of Amalgam of Water, and disappear if Amalgam of Water is reduced to 0 hit points.

Legendary Actions

Amalgam of Water can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Amalgam of Water regains spent legendary actions at the start of its turn.

Crush (Costs 1 Action). One creature that Amalgam of Water is grappling is crushed for 21 (3d10 + 5) bludgeoning damage.

Fling (Costs 2 Actions). Amalgam of Water releases one creature it is grappling by flinging the creature up to 60 feet away from it, in a direction of its choice. If the flung creature comes into contact with a solid surface, such as a wall or floor, the creature takes 1d6 bludgeoning damage for every 10 feet it was flung.

Water to Acid (Costs 3 Actions). Amalgam of Water transforms its watery form into acid. This effect lasts until Amalgam of Water's next turn. Any creature that comes into contact with Amalgam of Water or hits it with a melee attack while standing within 5 feet of it takes 11 (2d10) acid damage. Any creature grappled by Amalgam of Water takes 22 (4d10) acid damage at the start of its turn.

Laisan_Will

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