Magic Resistance. The Amygdala has advantage on saving throws against spells and other magical effects.
Psionic Veil. The Amygdala is Invisible to all creatures. This effect cannot be dispelled, circumvented, or suppressed by any conventional means or magic. Creatures that are immune or resistant to psychic damage or suffer from a form of madness or haunting memory are immune to this effect and can see the Amygdala.
Spider Climb. The Amygdala can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unknowable. The Amygdala can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense aberrations.
Multiattack: The Amygdala makes 3 Slam attacks. If the Amygdala is grappling a creature, it can make a Tentacle attack against that creature. It can use Iridescent Ray in place of any melee attack.
Slam: Melee weapon attack, +9 to hit, reach 15ft, one target. Hit 14(2d8+5) bludgeoning damage. If the target is a large or smaller creature, it is grappled(Escape DC 17). The Amygdala has six arms, each of which can grapple one creature.
Iridescent Ray: Ranged spell attack, +9 to hit, range 150ft, one target. Hit 16(2d10+5) radiant damage.
Tentacles: One creature grappled by the Amygdala must make a DC 17 Wisdom saving throw. On a failed save, it takes 36(8d8) psychic damage and acquires a short-term madness randomly determined which lasts for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on success. On a successful save, the creature takes half damage and isn't mad.
Lair and Lair Actions
An Amygdala makes its lair in various places of eldritch significance; places of madness and hidden truth. These lairs are shaped by and for creatures obeying different laws of physics and will present a challenge on their own.
Regional Effects
The region within 2 miles of an Amygdala’s lair is altered by the aberration's psionic presence, creating the following effects:
- Any creature that finishes a long rest in the region must make a DC 15 Wisdom saving throw. Creatures that don't need to sleep, such as elves, automatically succeed on this saving throw. On a failed save, a hidden cosmic presence inspires terrible nightmares that last for the duration of the target's sleep and prevent the target from gaining any benefit from that rest. In addition, when the target wakes up, its Wisdom score is reduced by 1d6. The target dies if this reduction reduces the target's Wisdom score to 0. Otherwise, the reduction lasts until the target finishes a long rest.
- When a creature encounters an Amygdala within the region for the first time, it must make a DC 15 Wisdom saving throw. A creature that fails the saving throw remembers nothing from the encounter. On a successful save, the creature's memories aren't affected. Any spell that can end a curse can restore the creature's lost memories.
If the Amygdala dies, these effects end immediately
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