Amalgamate. At the start of each of its turns the Amalgamation causes every creature within 30 feet to make a DC 19 Constitution saving throw or take 16 (3d10) necrotic damage on a failure and no damage on a success. The Amalgamation also regains 5 hit points per creature that failed the saving throw (or an amount equal to half the necrotic damage dealt). A creature grappled by the Amalgamation has disadvantage on this saving throw.
if the Amalgams hit points are at their maximum, any additional hit points gained by this trait become temporary hit points, if the Amalgam completes a long rest with Temporary hit points it's hit point maximum permanently increases by an amount equal to the temporary hit points it had.
Assiimilate. A tiny, small or medium humanoid reduced to 0 hit points or fails a death save from the Amalgamate feature is absorbed by the amalgamation and it's hit point maximum is increased by an amount equal to the absorbed creatures number of total hit die, a creature absorbed by the Amalgamation cannot be revived or pass on to the after life until the Amalgamation that absorbed it is killed
Multiattack. The Amalgamation makes one Bite & Claw attacks against each creature within 5 feet of it at the beginning of its turn and three Crush attacks.
Bite & Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing or slashing damage If the target is a creature it is grappled (escape DC 16). The Amalgamation can grapple up to 8 medium sized creatures in this way.
Crush. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Sin Sickness (Recharge 5–6). Each creature within 60 feet of the Amalgamation must make a DC 19 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one.
creatures that fail the save must also roll on the Sin table and suffer an additional effect depending on their roll:
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1d8 |
Sin |
Eye Colour |
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1 |
Living |
Black |
You take an additional 22 (4d10) Psychic damage |
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2 |
Pride |
Violet |
You must use your reaction to move up to your speed to an unoccupied space within 5 feet of the Amalgam (or as close as possible) and Taunt it, The Amalgam has advantage on attack rolls against you until the end of its next turn. (and will exclusively attack you with its crush attack) |
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3 |
Greed |
Yellow |
You must use your reaction steal a belonging from an ally within range (favouring their most valuable belonging). At the beginning of your next turn you must succeed another DC 19 Wisdom Save or continue to use your movement, action and bonus action to attempt to steal more of your allies most precious belongings. |
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4 |
Wrath |
Red |
You must use your reaction to make a weapon attack against an ally within range, and express a frustration they give you. At the beginning of your next turn you must succeed another DC 19 Wisdom Save or you must take the attack action |
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5 |
Envy |
Green |
You use your reaction to immediately move to a space within 5 feet of an ally (this movement provokes attacks of opportunity) At the beginning of your next turn you must succeed another DC 19 Wisdom Save or try to convince your ally to flee with you, you must also use your action to hinder your ally, imposing disadvantage on their next ability check, attack roll or saving throw |
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6 |
Lust |
Pink |
You must use your reaction to attempt to grapple a random ally within your reach. At the beginning of your next turn you must succeed another DC 19 Wisdom Save or you must use your movement and action next turn to pursue a random creature and attempt to grapple them (if you are grappling a creature you can engage in your turn as normal while propositioning and whispering sweet nothings into the ear of your new paramore) |
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7 |
Gluttony |
Orange |
You must use your reaction to drink a potion or if you have no potion eat 1d4 of your rations. At the beginning of your next turn you must succeed another DC 19 Wisdom Save or you must either eat 1d4 rations or drink a potion using your action. |
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8 |
Sloth |
Blue |
Your movement speed becomes 0 and you cannot use your reaction until the end of your next turn. At the beginning of your next turn you must succeed another DC 19 Wisdom Save or you can use either an action or bonus action not both and you can only make one attack with the attack action. |
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Description
When the Amalgam crystals emerge all throughout Fellhaven, many people in the city are immediately absorbed by the Crystals, though some that resist find themselves only partially merged with the crystals and dozens of other people, as they pry themselves free they are forever warped into a grotesque creature of a dozens of fused humanoids, their flesh and bone contorted and wrapped around large chunks of glowing red and purple aether cystals corrupted by a unkown eldritch evil.
A creature birthed through an incomplete process of absorption from the Amalgam Crystal, the creature is in constant and intense pain and confusion, it's only true compulsion being to complete it's process of absorption, it sucks the vitality and essence of nearby creatures in an effort to accomplish this, in doing so it only adds to it's cacophony of disjointed nightmarish thoughts, body and pain.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/17/2023 12:02:10 PM
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12
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2
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1
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Coming Soon
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