Large Fiend, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 90 (12d10 + 24)
Speed 45 ft.
STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
2 (-4)
WIS
13 (+1)
CHA
6 (-2)
Saving Throws STR +6, DEX +5, CON +5, WIS +4
Skills Perception +4, Stealth +4
Damage Resistances Cold, Fire
Damage Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 14
Languages Understands Demolith, Abyssal, Infernal, and Common but can't speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Keen Hearing and Smell. The amalgamation has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Demolith Subtype. The amalgam has the "(demolith)" tag, which has no rules of its own, but is a tag that affects the amalgam in the same way that it would affect a demon or devil.

Semi-Immortal Nature. The amalgam can't die of old age unless affected by magic of a spell of 8th level or higher and doesn't require food, drink, air, or sleep.

Pack Tactics. The amalgamation has advantage on an attack roll against a creature if at least one of the amalgamation's allies is within 5 feet of the creature and the ally isn't incapacitated.

Standing Leap. The amalgamation's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Multiheaded. The amalgamation has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Pack Lifebearer. Whenever a werewolf, wolf, jackal, or dire wolf or similar creature dies within 60 feet of the amalgamation, it regains 2d12 hit points.

Actions

Multiattack. The amalgamation makes two Bite attacks and makes one Claw attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage + 1 necrotic damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Howl (Recharge 5-6). The amalgamation lets out a howl, summoning 1d6+1 wargs, 1d4 dire wolves, and 1d4 werewolves. The summoned creatures remain until slain and are considered under the amalgamation's control. They have their own initiative as a group and take turns immediately after one another, and they are hostile toward all hostile creatures that is not the amalgamation.

Crushing Pounce (Recharge 4-6). The amalgamation leaps upward and lands down with its claws at a point it can see within 30 feet of it. Each target in the amalgamation's space when it lands must make a DC 17 Dexterity saving throw, taking 13 (2d12) bludgeoning damage + 5 (1d10) slashing damage, be knocked prone, and be knocked back 10 feet on a failure, or a quarter as much damage, not be knocked prone, and only be pushed back 5 feet.

Dragonekillax2

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