Huge Construct
Armor Class 22 Natural armor
Hit Points 130 (10d20 + 30)
Speed 20 ft.
STR
10 (+0)
DEX
10 (+0)
CON
20 (+5)
INT
3 (-4)
WIS
10 (+0)
CHA
20 (+5)
Saving Throws CON +11, WIS +6
Damage Immunities Poison
Condition Immunities Petrified, Poisoned, Restrained, Stunned
Senses Blindsight 60 ft., Passive Perception 19
Languages understands the languages they knew in life but can't speak
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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.

Don't Worry, Everyone Gets Scared. Effects that frighten creatures within 30 feet of the amalgam treat immunity to the frightened condition as resistance, and resistance to being frightened as normal.

Worry Everyone, Don't Get Scared. A creature that ends its turn frightened within sight of the amalgam takes 8d6 psychic damage.

Actions

Multiattack. The amalgam makes four slam attacks and then uses Are We Weird?

Slam. Melee Weapon Attack: Melee Weapon Attack: +12 to hit, reach 10 ft. Hit: 1d6 + 15 bludgeoning damage.

Are We Weird? Each creature within 15 of the amalgam must make a DC 20 Intelligence saving throw or be frightened of it for 1 minute. A creature can use its action to make the saving throw again, potentially ending the effect.

You're Weird! A creature within 30 feet of the amalgam must make a DC 20 Intelligence saving throw, with disadvantage if it's frightened. On a failure, each creature, including the target, sees it as a manifestation of the target's worst fear for 1 minute. The target becomes frightened of itself for the duration, and must use its movement each turn to move in a random direction.

Reactions

Do You Understand? When a creature within 30 feet of the amalgam casts an illusion 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.

Habitat: Urban

Celmage

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