Godly Visage. Verbal, Somatic and Material components of a spell are not needed to cast. Does not need to Concentrate on spells
Spellcasting. The [monster name] is a 6th-level spellcaster. Its spellcasting ability is [Wisdom] (spell save DC 18, +8 to hit with spell attacks). The [monster name] has following [Druid] spells prepared:
Cantrips (at will): [Gust], [Thorn Whip], [Thunderclap]
1st level (6 slots): [Ice Knife], [Entangle], [Thunderwave]
2nd level (5 slots): [Earthbind], [Flame Blade], [Moon Beam], [Hold Person]
3rd level (3 slots): [Meld into Stone], [Call Lightning], [Wind Wall]
4th level (1 slot): [Giant Insect]
Godly Fist. Unarmed Strike: +6 to hit, reach 5ft., 1 target. Hit: +8 (3d6 + 8) [damage type] damage.
Multiattack. The Amalgam can attack with melee 2 times in one turn
The Amalgam can cast a spell that normally uses an action as a bonus action.
Away from Danger. Upon getting hit, once per round as a reaction the Amalgam can teleport 60 Feet from it's location.
Once per minute the Amalgam can make a legendary action. The Amalgam has 3 Legendary Actions per day.
Phase Into 2 (Costs 1 Actions). The amalgam can create an identical copy of itself, next to itself with half of the Amalgam's current HP
Description
An amalgamation of beastfolk, the Head of a Thri-Kreen, arms of a Halfdragon, gills like a merfolk, tail of a Tabaxi, wings like an Aaracockra, torso of a Lizardfolk, and legs of a Fire Genasi.
There are 2 Amalgam in the Bestial plane. Fang and Talon. Fang has no lair and has taken to being the protector of the beastfolk. Talon has taken to other means, locking himself away in his own nation. Forging the greatest weapon this world has ever seen.
A weapon to destroy the emblems he used to keep himself in solitude, and at the same time, destroying order itself.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 15, the Amalgam takes a lair action to cause one of the following effects; the Amalgam can’t use the same effect two rounds in a row:
- Forge Fire: Fire erupts from the blacksmithing forge, as if shooting out of a volcano (assign a number for each player, roll a d4 for 4 player parties, for 5 player parties roll a d6, reroll a 6, and for 6 player parties roll a d6) After 3 turns pass, the Flaming rock falls atop a player's head, player must make a DC16 Dexterity saving throw or take 4d6 fire damage and light ablaze.
- Stones of Mirage: The amalgam chooses a player from the party that it can see, this player will see, hear, smell, etc. all other creatures as itself for 1d6 hours.
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:
- Creatures entering upon the home of an Amalgam make a DC 20 Wisdom saving throw, On a fail, the creature loses all will to fight whatever creature is inside. On a success the creature is unaffected
- Creatures moving with hostile intent within 30ft of the host Amalgam must make a DC 20 Wisdom Saving throw, on a fail, the creature drops it's weapon if it is wielding one in addition to the following: if the creature is not wielding a weapon, the effects of the Friend spell are cast on the creature for a minute. On a success the creature is unaffected.
If the Amalgam dies, these effects fade over the course of 10d12 days.
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