Amorphous. The amalgam can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The amalgam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Alchemical. The amalgam absorbs the effects of any potion given to it. The amalgam is permanently under the effects of the following potions/oils (an asterisk next to the potion/oil refers to its effects being included in the stat block):
- Potion of Storm Giant Strength*
- Potion of Fire Resistance*
- Potion of Cold Resistance*
- Potion of Lightning Resistance*
- Potion of Poison Resistance*
- Potion of Acid Resistance*
- Potion of Growth*
- Oil of Slipperiness (Freedom of Movement)
- Potion of Haste (Haste)
Pseudopod. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9)
bludgeoning damage plus 11 (2d10) acid damage. If the attack hits, the amalgam then rolls a d10 to determine an effect from the following:
- No additional effects happen.
- The amalgam deals fire damage instead of bludgeoning damage with its next Pseudopod attack.
- The amalgam deals cold damage instead of bludgeoning damage with its next Pseudopod attack.
- The amalgam deals lightning damage instead of bludgeoning damage with its next Pseudopod attack.
- The amalgam deals acid damage instead of bludgeoning damage with its next Pseudopod attack.
- The target shrinks by one size category, as if affected by the 'enlarge/reduce' spell, until the end of its next turn.
- The target is affected by the 'slow' spell until the end of its next turn.
- The target is unable to move until the end of its next turn.
- The target is pushed 20 feet back from the amalgam.
- The target is empowered by a harmless, magical liquid that grants them a +3 bonus to their attack rolls, damage rolls, and save DCs until the end of its next turn.
Alchemical Splotch (1/day). The amalgam takes 22 (4d10) force damage and covers a 10-foot radius square within 30 feet of it in an alchemical mixture, which remains there for 1 minute and causes the area to become difficult terrain. Any creature that starts its turn in the area or that moves into it must make a DC 17 Dexterity saving throw. On a successful save, the creature takes 22 (4d10) force damage. On a failed save, the creature falls prone, then rolls a d6 to determine an effect from the following:
- The creature takes 28 (8d6) fire damage and is covered in a melting liquid, which deals another 10 (3d6) fire damage at the start of each of the creature's turns. The creature can use its action to remove the liquid.
- The creature takes 28 (8d6) cold damage and is covered in a freezing liquid, which reduces the creature's speed by 10 feet. The creature can use its action to remove the liquid.
- The creature takes 28 (8d6) lightning damage and becomes electrocuted until the end of its next turn. If the electrocuted creature moves within 5 feet of another creature other than the amalgam, both creatures take 10 (3d6) lightning damage.
- The creature takes 28 (8d6) acid damage and its AC is reduced to 10, regardless of any armor it is wearing or any spells that increase its AC. This effect remains until the end of its next turn.
- The creature takes 28 (8d6) poison damage and is poisoned until the end of its next turn.
- The creature takes 28 (8d6) thunder damage and is pushed out of the area towards the amalgam.
Description
A group of scientists working at a very remote laboratory built inside of a mountain was attempting to combine the effects of potions to create more potent concoctions. When they finally created a successful potion combination, they tested it out on a black pudding they had somehow secured.
Unfortunately, soon after the potion was applied, the ooze rapidly grew in both size and magical power and destroyed the laboratory, taking the scientists with it. The resulting Alchemical Amalgam now roams the inside of the mountain, slowly eating away at the rock and minerals in search of more magic to grow ever stronger.
Comments