Large Elemental, Neutral Evil
Armor Class 13
Hit Points 84 (13d10 + 22)
Speed 40 ft.
STR
15 (+2)
DEX
7 (-2)
CON
18 (+4)
INT
17 (+3)
WIS
5 (-3)
CHA
3 (-4)
Saving Throws INT +5
Skills Arcana +7
Condition Immunities Prone
Senses Blindsight 120, Passive Perception 16
Languages Cannot speak, but understands all languages
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Antimagic Susceptibility. The weave amalgamation is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the creature must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Amorphous. The weave amalgam can move through a space as narrow as 1 inch wide without squeezing.

Death Burst. When the weave amalgam dies, it explodes in a burst of magical energy. Each creature within 10 feet of it must then succeed on a DC 13 Dexterity saving throw or take 9 (2d8) force damage and get pushed back 10 feet.

Magic Resistance. The weave amalgam has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The weave amalgam can use either its call upon the elements once, or its arcane strike twice.

Call Upon the Elements. The weave amalgam taps into its arcane energy to create two of the following effects at random (reroll duplicates), choosing one or two targets it can see within 10 feet of it:

  1. Charming Blast. The targeted creature must succeed on a DC 15 Wisdom saving throw or be charmed by the weave amalgam for 1 minute, until the weave amalgam drops concentration (as if concentrating on a spell), or until the weave amalgam harms the creature. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  2. Paralyzing Blast. The targeted creature must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Fear Blast. The targeted creature must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  4. Slowing Blast. The targeted creature must succeed on a DC 15 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  5. Necrotic Blast. The targeted creature must make a DC 15 Wisdom saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one.
  6. Fiery Blast. The targeted creature must make a DC 15 Dexterity saving throw, taking 11 (3d6) fire damage on a failed save, or half as much damage on a successful one.
  7. Shocking Blast. The targeted creature must make a DC 15 Dexterity saving throw, taking 14 (6d4) lightning damage on a failed save, or half as much damage on a successful one.
  8. Psychic Blast. The targeted creature must make a DC 14 Wisdom saving throw, taking 11 (3d8) psychic damage on a failed save, or half as much damage on a successful one.

Arcane Strike. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) force damage.

Previous Versions

Name Date Modified Views Adds Version Actions
6/20/2022 7:34:48 AM
2
0
--
Coming Soon
PlutoInTheSolarSystem

Comments

Posts Quoted:
Reply
Clear All Quotes