Huge Aberration, Neutral Evil
Armor Class 18 natural armour
Hit Points 150 (10d20 + 50)
Speed 50 ft., Climb 40 ft.
STR
22 (+6)
DEX
18 (+4)
CON
16 (+3)
INT
25 (+7)
WIS
19 (+4)
CHA
15 (+2)
Saving Throws STR +12, INT +13
Skills Insight +10
Condition Immunities Blinded, Frightened
Senses Darkvision 130ft, Passive Perception 30
Languages Telepathy
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Toughened skin: The amygdala has tough natural armour everywhere but its arms and head, its legs and body are resistant to all damage types. its head and arms have no resistances but are harder to hit, making any melee attacks have disadvatage on their attack rolls unless the Amygdala is prone, restrained, stunned or incapacitated.

Actions

Claw: +12 to hit, reach 15 feet, one target. On hit: 2d8 +6 slashing damage

 

Pincer: +14 to hit, reach 25 feet, one target. On hit: 2d6 +8 piercing damage

 

Acid discharge: +12 to hit, reach 10ft puddle by the head. On hit: 3d6 +1 arcane damage

 

Explosive laser: (recharge 5 - 6) fires a beam in a straight line of 60ft length. The impact of the laser causes 7ft wide explosions. Creatures in range will take 2d10 +8 arcane damage and be knocked prone on a failed DEX saving throw (DC 19) or 1d8 +3 arcane damage on a successful saving throw.

Legendary Actions

The Amygdala can take 2 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 Amygdala regains spent legendary actions at the start of its turn.

Claw : Amygdala makes a claw attack

Acid discharge: Amygdala uses an acid discharge action

Greggs_Sausage_roll

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