Medium Construct (Warforged), Any Alignment
Armor Class 18 (natural armor)
Hit Points 158 (15d12 + 60)
Speed 40 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
14 (+2)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +10, DEX +9, INT +7
Skills Acrobatics +9, Athletics +10, Insight +5
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 16
Languages Common, Deep Speech, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Alien Mind. If a creature tries to read Amalgam's thoughts or deals psychic damage to it, that creature must succeed on a DC 17 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Resistance (2/Day). If Amalgam fails a saving throw, it can choose to succeed instead.

Inhuman Speed Amalgam can use a bonus action to Disengage, Dash

Actions

Multiattack. Amalgam makes two attacks with its Siegehammer. It may use its entire action to use Psychic Overload.

Siegehammer. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 27 (3d10 + 11) Bludgeoning damage, plus 18 (4d8) Thunder damage if the target fails a DC 17 Constitution saving throw or half that if it succeeds. Siegehammer attacks will automatically critically hit non-magical objects or structures.

Psychic Overload (Recharge 5-6). Amalgam reaches into the mind of a creature it can see within 30 feet of it and it must make a DC 17 Intelligence saving throw. A creature takes 28 (8d6) Psychic damage on a failed save and is stunned for one minute, or half as much damage and is not stunned on a successful one. The creature may make a saving throw at the end of its turn to remove the stunned status.

Reactions

Battle Senses. As a reaction, Amalgam may reduce an attack roll by (1d4) as it briefly reads the moves of the attacker.

Legendary Actions

Amalgam 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 skull lord regains spent legendary actions at the start of its turn.

Attack. Amalgam makes one Siegehammer attack.

Dash. Amalgam moves up to its speed without provoking opportunity attacks.

Telekinesis (2actions). Amalgam can cast Telekinesis as a legendary action.

Description

 

Amalgam is prototype warmachine, created by a rogue Mindflayer who merged flesh with construct. The subjects used were individuals who potentially had psionic abilities, whether innate or active at one point. Believing the old ways were stagnant, the way forward was through an amalgamation of science and sorcery. 

Whether Amalgam still retains any sentience left, none can say. But after many failed attempts, this experimental subject has been deem fit to search and hunt for its wayward brother.

Previous Versions

Name Date Modified Views Adds Version Actions
3/15/2023 3:39:31 PM
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Coming Soon
dan_9654

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