Clear Vision. Magical darkness does not impede the amalgamated horror's darkvision.
Limited Magic Immunity. The amalgamated horror can't be affected by spells of 6th level or lower. It otherwise has advantage on saving throws against spells and magical effects.
Regeneration. At the start of each of its turns, the amalgamated horror regains 20 hit points. This trait does not function if it has taken at least 20 necrotic damage in the last turn. The horror only dies if it starts its turn with 0 hit points and doesn't regenerate.
Multiattack. The amalgamated horror makes three attacks.
Pseudopod. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 58 (12d8 + 4) acid damage, and the target is grappled (escape DC 17). On each of its subsequent turns, the amalgamated horror can use one of its attacks to deal 27 (4d8) acid damage to a creature it is grappling. It can only grapple up to three creatures at a time.
Acid Toss. Ranged Weapon Attack: +8 to hit, range 120/350 ft., 1 target. Hit: 57 (12d8 + 3) acid damage, and the target must make a DC 17 Constitution saving throw or be poisoned until the end of the horror's next turn. While poisoned in this way, a creature is also paralyzed.
Shore Up (3/day). Until the start of the amalgamated horror's next turn, it gets a +3 bonus to AC.
Reflect Attack (3/day). Whenever the amalgamated horror takes damage from a nonmagical source, the attacker takes force damage equal to the damage taken.
The amalgamated horror can take 3 legendary actions, but only at the end of another creature's turn. It regains any spent legendary actions at the start of its turn.
Recover (Costs 1 Action). The amalgamated horror regains 15 hit points.
Howl (Costs 2 Actions). The amalgamated horror emits a loud, piercing howl that can be heard up to 300ft away. Creatures within 30ft of the horror must make a DC 17 Wisdom saving throw or become frightened of the horror until the end of its next turn. Creatures within 5ft of the horror take 2 (1d4) thunder damage.
Multiattack (Costs 3 Actions). The amalgamated horror uses multiattack.
Description
A white, slimy being of vague humanoid or bestial shape made up of the bodies and souls of other beings. They only attack when provoked, and do not respond to many verbal threats.
Lair and Lair Actions
Amalgamated horrors usually reside in ruins, places abandoned and forgotten by time, such as ancient elven glades, dwarven strongholds, even in places that suggest a goblinoid empire far more ancient than any other.
Lair Actions
On initiative count 20 (losing initiative ties), the amalgamated horror takes a lair action to cause one of the following effects; the horror can’t use the same effect two rounds in a row.
- Summon minions: the amalgamated horror summons 5d10 imps or quasits that share the horror's initiative count and obey the horror's wishes. They last until destroyed.
- Spikes: the amalgamated horror casts Spike Growth three times within the spell's range. The horror does not need to maintain concentration for these spells, and they disappear when it uses another lair action.
Regional Effects
The region containing an amalgamated horror’s lair is warped almost beyond perception, which creates one or more of the following effects:
- Within 5 miles of the lair, the regional flora and fauna fuse with each other in unnatural ways, such as trees having fur pelts and eyes instead of bark and leaves, and animals growing bioluminescent mushrooms or vines on their backs, or a tree merged with a fungal plant of some sort, or an animal fused with another animal.
- Any creature within 5 miles of the lair has the sense that someone or something is watching them, even if it isn't true.
If the amalgamated horror dies, these effects fade over the course of 3d4 days.
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