Ice Walk. The Amalgamite can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Shatter. When the Amalgamite is reduced to 0 hit points, it shatters in an explosion of jagged ice. Each creature within 10ft of it must make a DC 15 Dexterity saving throw, taking 14(4d6) piercing damage plus 14(4d6) cold damage on a failed save, and half as much on a successful one.
Snow Sight. The Amalgamite is able to see clearly through an area obscured by snow or ice.
Standing Leap. The Amalgamite's long jump is up to 20ft and its high jump is up to 15ft, with or without a running start.
Sturdy. The Amalgamite can fall safely from heights up to 60ft, taking no damage or suffering any ill side effects.
Multiattack: The Amalgamite makes two Slam attacks.
Slam: Melee weapon attack, +7 to hit, reach 10ft, one target. Hit 22(4d8+4) bludgeoning damage plus 9(2d8) cold damage.
Ice Glaze(Recharge 5-6): The Amalgamite touches the ground, launching spikes of ice in a 30ft line that is 5ft wide. Each creature in that area must make a DC 14 Dexterity saving throw, taking 16(3d10) piercing damage plus 16(3d10) cold damage on a failed save, and half as much on a successful one.
Description
The third part of Nocturne's ice-borne undead, the Crystal Amalgamite is the tank of the three. One is created when the dark energies of Rhymorra come into contact with at least three humanoid skeletons that aren't whole. The magic uses the ice and freezes it, resulting in an undead hulk with an icy shell. They aren't difficult to take down, but be wary of their Ice Glaze attack, for many a fighter have found themselves skewered on the spikes, claiming an icy death.
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