Fully Contaminated. This creature is immune to contamination, and has advantage on saving throws against contaminated spells.
Haze Adaptation. This creature may benefit from a long rest finished within the Haze. It can see twice as far through the Haze mists and Deep Haze fog.
Haze Dependence. This creature gains one level of exhaustion for every twenty-four hours it spends outside the Haze. These exhaustion levels cannot be removed while the creature is outside the Haze.
Delerium Healing. As an action, a monster can touch a delerium shard to regain 10 (3d6) hit points. Once a monster has used a delerium shard in this way, the shard can’t be used in this manner again for twenty-four hours.
Legendary Resistance (3/Day). If the amalgamation fails a saving throw, it can choose to succeed instead.
Malignancy. The amalgamation can’t be teleported or travel to another plane against its will.
Immutable Form. The amalgamation is immune to any spell or effect that would alter its form.
Magic Weapons. The amalgamation’s weapon attacks are magical.
Innate Spellcasting. The amalgamation’s innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no components:
At will: detect thoughts, dispel magic
Souls of the Consumed (Mythic Trait). When the Amalgamation is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, the damage creates cracks in its hide, and the delerium-ridden souls of four individuals emerge, one of which being the late King. These souls wail in pain but no nothing but represent the Amalgamation's weak spots. A soul has an AC of 18 and 100 hit points. It is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 10 (+0). The Amalgamation dies when all the souls are destroyed.
Multiattack. The amalgamation uses its Contaminating Presence. It then makes three tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the amalgamation, that creature is swallowed, and the grapple ends.
While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the amalgamation, and it takes 42 (12d6) acid damage and gains one level of contamination at the start of each of the amalgamation’s turns.
If the amalgamation takes 50 damage or more on a single turn from a creature inside it, the amalgamation must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the amalgamation. If the amalgamation dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +17 to hit, reach 50 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The amalgamation has twelve tentacles, each of which can grapple one target.
Fling. One Large or smaller object held or creature grappled by the amalgamation is thrown up to 60 feet in a direction of the amalgamation’s choice and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Mind-breaking Whispers. The amalgamation utters a terrible truth within the mind of one creature within 120 feet of it. That creature must succeed on a DC 20 Intelligence saving throw. On a failure, it takes 35 (10d6) psychic damage and becomes insane until it finishes a long rest. While insane, it can’t take actions, can’t understand what other creatures say, can’t read, and can speak only in gibberish. A greater restoration spell cast on the creature ends this effect.
Contaminating Presence. Humanoid creatures within 120 feet of the amalgamation must succeed on a DC 20 Constitution saving throw or take 10 (3d6) necrotic damage and gain one level of contamination.
The amalgamation can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The amalgamation regains spent legendary actions at the start of its turn.
Tentacle Attack or Fling. The amalgamation makes one tentacle attack or uses its Fling.
Mind-breaking Whispers (Costs 2 Actions). The amalgamation uses Mind-breaking Whispers.
Piper at the Gate (Costs 3 Actions). Up to five gibbering mouthers appear in unoccupied spaces within 30 feet of the amalgamation and remain until destroyed. These creatures act after the amalgamation on the same initiative count and are under its control. The amalgamation can have up to ten gibbering mouthers summoned by this ability at a time.
If the Amalgamation's mythic trait is active, it can use the options below as legendary actions.
Tantrum. The Amalgamation makes one Tentacle attack and then uses Fling.
Shield the Souls (2 Actions). Each creature within 10 feet of the Amalgamation must make a DC 20 Dexterity saving throw, taking 13 (3d8) slashing damage on a failed save, or half as much damage on a successful one. Until the start of its next turn, the Amalgamation and the souls gain a +2 bonus to AC.
Lair and Lair Actions
The Amalgamation is a horrific monster that plagues Drakkenheim, but if it is confronted on the other side of the rift, it's power is grown evermore as it gains the following Lair Actions on Initiative Count 20 (losing initiative ties):
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Green Slime. A green slime (see the Dungeon Master’s Guide) appears on a spot on the ceiling that the Amalgamation chooses within the lair. The slime disintegrates after 1 hour.
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Slippery Slime. The Amalgamation slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. When the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.
The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage.
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Sticky Slime. The Amalgamation slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. When the slime appears, each creature in that area must succeed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.
A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check.
The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage.
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