Absorb. The Amalgamation absorbs any nearby skeletons gaining 10 Health per skeleton absorbed. If the amalgamation absorbs 10 skeletons it grows to huge, gains a challenge rating of 20, and its strength and constitution each increase by 5. If the amalgamation absorbs 20 skeletons it grows to Gargantuan, gains a challenge rating of 25, and its strength and constitution each increase by 5.
Bone Armor. The Amalgamation absorbs 5 skeletons to gain an AC of 20 for 5 rounds. These skeletons do not count toward absorb
Multiattak. The Amalgamation uses fist twice, then uses slam.
Fist. Melee Attack: +10 to hit, reach 10 ft., 1 target. Hit: 23 (4d8 + 7) Bludgeoning damage.
Slam. Melee Attack: +10 to hit, reach 10 ft., 1 target. Hit: 40 (6d10 + 10) Bludgeoning damage.
Disorienting Roar. Ranged Attack: +7 to hit, range 60/120 ft., 10 target. Hit: 17 (4d6 + 5) Bludgeoning damage. In Addition, the target must make a DC18 institution saving throw or be stunned for 1 minute.
Description
Bone Amalgamations arise when at least 10 skeletons animated by dark magic are broken apart and the dark magic brings them back together in a different form. They will not be controlled by the one who summoned them and they can grow stronger by absorbing more skeletons.
Animated Dead. Whatever sinister force awakens a Bone Amalgamation infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a bone amalgamation to move and think in a rudimentary fashion, though it only seeks to destroy and grow.
While most skeletons are the animated remains of dead humans and other humanoids, amalgamations can be created from the bones of other creatures besides humanoids, or other creatures in combinations with humanoids giving rise to a host of terrifying and unique forms.
Undead Nature. A skeleton doesn’t require air, food, drink, or sleep.
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