Amphibious: The creature can breathe air and water.
Detect Life: The creature can magically sense the presence of living targets up to 5 miles away. It knows the general direction they’re in but not their exact locations.
Insanity: The creature has advantage on saving throws against being charmed or frightened.
Limited Telepathy: The creature can magically communicate simple ideas, emotions and images telepathically to any target within 100 feet if that target understands at least one language.
Pack Tactics: The creature has advantage on an attack roll against a target if at least one of the creature’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Failed Experiment: Each amalgam lives in a perpetual state of rot and decay. Melee attacks made by the creature deal extra necrotic damage.
Multiattack: The amalgam makes one bite and one claw attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (2d6 + 3) piercing damage. The target must make a dc 15 con save or take 1d6 necrotic damage .
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (1d6+3) slashing damage. The target must make a dc 15 con save or take 1d6 necrotic damage.
Mark: The amalgam telepathically marks a single creature. All amalgams can track the creature for 1 hour.
Description
These masses of flesh and bone are failed experiments of a mad wizard used to hunt for new test subjects.
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