Amorphous. The blood amalgamation can move through a space as narrow as 2 inches wide without squeezing.
Blood Splatter. Any time the amalgamation is hit in combat, a gout of blood erupts from it's body. All creatures within 10 feet of the amalgamation must succeed on a Dexterity saving throw (DC 12) or take 1d4 necrotic damage.
Multiattack. The blood amalgamation makes two attacks per turn.
Fist Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (2d8 + 2) bludgeoning damage.
Flinging Fist. Ranged Weapon Attack: +5 to hit, range 10/45 ft., 1 target. Hit: (2d6 + 2) bludgeoning damage. When hit, the target must make a Constitution saving throw (DC 12). On a success, the target is pushed back 5 ft - while a failure results in the target being pulled to 5ft within range of the amalgamation.
Blood Puddle. The blood amalgamation shifts its form into a puddle of oozing blood 10ft in diameter, until the beginning of its' next turn. While in the form of a puddle, the blood amalgamation can move freely for its' entire walking speed without invoking opportunity attacks. Any creatures standing in the puddle have their walking speeds halved. Additionally, any creatures who begin their turn in the puddle must succeed a Constitution saving throw (DC 12) or take 2d8 necrotic damage. On a successful save, the damage is halved.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Blood Amalgamation is an animated mass of acidic coagulated blood. It usually takes the shape of a large faceless ogre, though can change its' shape as it desires - but remains without discernible features such as a face or scars. It walks upright like a person and typically stands 11 feet tall.
Creation of a Blood Amalgamation. A blood amalgamation may be created using the blood of approximately 25 medium-sized creatures and alchemical fluids worth 500gp.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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