Medium Aberration, Chaotic Neutral
Armor Class 16 (Natural armor)
Hit Points 140 (15d12 + 30)
Speed 20 ft., Swim 20 ft., Climb 20 ft.
STR
17 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
13 (+1)
CHA
16 (+3)
Skills Athletics +6, Deception +9, Intimidation +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Grappled, Prone, Restrained
Senses Darkvision 120ft, Passive Perception 11
Languages Whatever languages its victims knew in life.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Absorb. The amalgamate can absorb the bodies of deceased creatures who it shares a space with, when it does so it regains hit points equal to the creatures CR or the Players level. This happens when the Amalgamate starts its turn in the same space as a deceased organic creature.

Multi-Conscious Organism. As a result of having several consciousnesses present within it's mental frame the amalgamate has advantage on any Wisdom Saving throws it makes.

Voices of the dead. The Amalgamate can mimic the speech and tone of any creature it assimilates using its absorb feature, creatures can attempt to perceive through the imitation by making a wisdom (Insight) check contested by the Amalgamates charisma (deception) check.

Multi-Attack. When the amalgamate takes the attack action it can make either a bite, maul and a pseudopod attack or 2 pseudopod attacks.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 3) [piercing] damage. 

Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 3) [slashing] damage. 

Pseudopod.  Ranged Weapon Attack: +5 to hit, range 20/30 ft., 1 target. Hit: 8 (1d10 + 2) [psychic] damage.

Legendary Actions

Due to the sheer stream of consciousness within the amalgamate the creature can react quickly and perform multiple tasks in coherence with ease affording it additional actions each round, every round the amalgamate can take legendary actions which recharge at the beginning of each of its turns.

Struggle (Costs 1 Action). The amalgamate immediately grants itself 2d10 temporary hit points that last until the start of the amalgamates next turn, the amalgamate can only use this legendary action once per round.

Amorphous (Costs 1 Action). The amalgamate immediately moves 20ft without taking opportunity attacks.

Constrain (Costs 2 Actions). The amalgamate immediately makes a grapple check against a target within 5ft, if this check succeeds the target is considered restrained, blinded and deafened this grapple lasts until the creature uses their action and successfully beats a DC 14 strength (Athletics). While this grapple is active the amalgamate can not target another creature with this grapple, the target takes 1d6 psychic damage at the start of each turn and the amalgamates movement speed is reduced to 10ft.

 

Description

The Amalgamate is a monstrosity born of the merging between the real and the unthinkable, created when imperceivable eldritch horrors of unknown origin spilled into the material form, their non-physical existence being constrained by the laws of the material plane, the result were amalgamates, creatures whose very existence defied the material realms and so they became semi-conscious entities with the ability to absorb the consciousness of the victims it slew, dangerous and deceptive, it would often use the voices of its previous victims to draw more to its dank and dusty lair to consume their memories as well, all in the hope they may one day regain their lucidity and return to eldritch existence they once knew.

Previous Versions

Name Date Modified Views Adds Version Actions
11/25/2021 12:53:32 PM
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Arcanetrickery

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