Large Undead, Chaotic Evil
Armor Class 13
Hit Points 136 (16d8 + 48)
Speed 20 ft.
STR
19 (+4)
DEX
9 (-1)
CON
16 (+3)
INT
6 (-2)
WIS
11 (+0)
CHA
5 (-3)
Saving Throws CON +6
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60ft, Passive Perception 10
Languages understands all languages it knew in life but can't speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Actions

Multiattack. The amalgam makes five attacks: three with its bite and two with its claws or tendrils. If the amalgam hits the same target with all three bite attacks, that creature is restrained until the end of its next turn. 

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). 

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) slashing damage. 

Tendril. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage. 

Reactions

Death Grip. In response to a creature escaping a grapple with the amalgam, the amalgam makes a claw attack against that enemy.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Frightening Fusion. Bonegrafters also construct beings that are more zombie-like in their nature. Fusing sinew and bone to grant corpses unnatural strength as well as life. The bonework amalgam patterns involve combining three torsos onto a quadruped platform of parts.
Legs are often fused together to create a sturdy base with spare arms being used as stabilisers. Replacing the arms on the middle torso with long bone tendrils which have whip like properties.
Undead Nature. A bonework amalgam doesn't require air, food, drink, or sleep.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

MelodicMischeif

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