Life Through Guilt. If damage reduces the amalgam to 0 hit points, the creature that dealt the damage must make a Wisdom saving throw with a DC equal to half the damage taken, unless the damage is psychic. On a failure, the amalgam drops to 1 hit point instead.
Glitched Existence. Whenever a creature starts its turn within 30 feet of the amalgam, it must make a DC 20 Wisdom saving throw. On a failure, the creature rolls 1d4 for one of the following:
1 - The creature loses one of its most important memories, getting disadvantage on Wisdom saving throws for 1 minute.
2 - The creature's sense of time changes for 1 minute. At the beginning of its turn, it must choose to use an action or move, but not both.
3 - The creature doesn't recognize its body, getting disadvantage on all attack rolls it makes until the end of its next turn.
4 - The creature doesn't recognize anyone else and becomes paranoid, viewing all other creatures as enemies. It must use this turn to attack a random creature near it, determined by the DM.
Multiattack. The amalgam makes four slam attacks and then uses Brain Warp.
Slam. Melee Weapon Attack: Melee Weapon Attack: +12 to hit, reach 10 ft. Hit: 1d6 + 15 bludgeoning damage.
Brain Warp. The amalgam screams with a cacophony of discordant voices. Two creatures of the amalgam's choice within 30 feet must make an Intelligence saving throw. On a failed save, a target takes 7d6 psychic damage, is stunned until the end of their next turn, and has disadvantage on Intelligence saving throws for 1 minute. On a successful save, a target takes half as much damage, isn’t stunned, and doesn't have disadvantage.
Do You Understand? When a creature within 30 feet of the amalgam casts an enchantment spell of 1st level or higher, the amalgam can use its reaction to immediately cast the same spell, using the target's spell save DC and spell attack bonus.
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