Huge Construct, Unaligned
Armor Class 18 Multi-Monster Fur
Hit Points 579 (26d20 + 163)
Speed 40 ft., Burrow 30 ft. can only burrow when use sudden burrow bonus action
STR
25 (+7)
DEX
30 (+10)
CON
20 (+5)
INT
22 (+6)
WIS
15 (+2)
CHA
1 (-5)
Saving Throws DEX +18
Damage Immunities Lightning
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned
Senses Darkvision, Passive Perception 20
Languages Common Can also speak all beastly languages like Draconic or speak to beasts like wolves Speaks Common, and any beastly language
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Actions

Ever Changing Multi-Action: The Amalgamation can make two melee attacks and two ranged attacks or use one grapple/special melee attack instead of two melee attacks and one special ranged attack instead of two ranged attacks. but The Amalgamation can't control its form so it has to roll a d20, even's are ranged attacks, odds are melee attacks and a net 20 is both melee and ranged that turn

Mantis Slash: +8 to hit, reach 10 ft., single target.  (2d10 + 8) Slashing damage. may cause bleeding damage to occur, when bleeding, take 1d4 damage at the start of your turn

Beastly Blow: +8 to hit reach 10 ft., single target (2d8 + 8) bludgeoning damage 

Artic Fox Frostbite: +8 to hit, reach 5 ft., single target (2d4+8) piercing damage + (2d6) cold damage, make a dexterity throw of 17 or higher to not get affected by the cold damage and take half damage from the bite

Frog Tongue (Grapple Attack): Instead of using a melee attack, The amalagation will use a big frog tongue to swallow the player closest. The player has to make a strength/dexterity saving throw of 18, if they fail they will be swallowed by a huge frog mouth that can reach about 10 ft and take 2d6 bludgeoning damage until they escape, or if they get past the disadvantage when attacking, and pierce its armor, they will be spitted back out, making it so theirs 2 ways to escape. this can only be used twice per battle 

Swarm of Bees: The Amalgamation releases a horde of bees from its form, creating a buzzing cloud that engulfs a designated area that can be 60 ft away. the bee swarm has 27 (5d8+5) Hit points and deals 7 (3d4) damage. The bee swarm does not move and can only stay in the 

Magma Snail Spit: The Amalgamation channels the molten essence of a Magma Snail dwelling in volcanic regions, spitting globs of superheated magma at a range of 60 feet. Characters hit by the magma suffer 1d6 burn damage over time and may leave scalding pools on the ground. must roll an Intelligence check of 18 to put out the burns.

Porcupine Barrage: Quills and spines protrude from the Amalgamation's form, and it releases a barrage of these projectiles in a 30 ft cone up into the air spread out. Players must make a dexterity saving throw of 20 to avoid the 3d6 damage. on a successful save, they take half as much damage. Characters hit by the quills suffer piercing damage and may be afflicted with a stacking "Quill Marked" debuff, increasing subsequent damage. every time you get hit directly, you take an additional 1.25x damage, then 1.5x damage, until it caps out at 2x damage

Mole's Underground Explosion Mine (Special Ranged Attack): The Amalgamation sends in a mole underground to set up a mine underground in an unoccupied location. You have to walk over it and that's it, it activates. You may not be able to see it when on top of it but it will make a faint hissing sound. Make a perception check of 19 or higher. If you fail, you don't hear it, and depending on how close you are to it, the more damage it deals. If you are 5 ft away, you take the full blast and take 3d12 force damage and become deafened, 15 ft away, 2d10 force damage, 25 ft away 1d10 force damage, and anything beyond 30 ft is safe range. It blows up at the start of the Amalgamation's turn. When the mine is placed, you will always roll a perception check to see if you can hear if you activated it. this can only be used twice per battle 

Bonus Actions

Sudden Burrow: The Amalgamation burrows into the ground, gaining partial cover and making it harder for ranged attacks to hit. This bonus action allows it to reposition defensively and avoid incoming projectiles. At the start of its next turn, it will resurface. roll disadvantage on any type of ranged attack when it is underground. can be used 3 times before needing a short or long rest, Short rest gives you one more, and long rest resets it fully. 

Wolverine Wrath: The Amalgamation enters a frenzied state, gaining advantage on melee attack rolls but suffering a penalty to its Armor Class until the start of its next turn. decrease armor class to 15. can use 3 times before a long rest 

Web Cocoon: The Amalgamation produces sticky silk strands that shoot out of it from 45 feet away, entangling characters in a web-like cocoon. Those caught must succeed in a Strength saving throw of 18 or higher to break free or be restrained, limiting their movement and actions. can be used 3 times before using a short or long rest. Short rest gives back one and long rest gives back all of them 

Reactions

Hawk's Precision Counter: When an enemy misses the Amalgamation with a melee attack, it can use its reaction to make a precise counterattack, aiming for a vulnerable spot. This counterattack has an increased chance of landing a critical hit. must make an Intelligence saving throw of 20 or higher. It has to land a 17 or higher for a critical hit. deal 2d6 slashing damage when you them

Porcupine's Spiked Defense: If an enemy successfully lands a melee attack against the Amalgamation, it can use its reaction to unleash a burst of retractable spikes, causing the attacker to suffer piercing damage. must make an Intelligence saving throw of 20 or higher. When they hit you, they take 2d4 piercing damage. 

Wolf-Pack Tactics: When any enemy turns around, they will be marked by the Amalgamation and be targeted by the wolf pack that he summons. Roll a (1d4 + 2) to see how many wolves will spawn. each wolf has 13 armor class, deals (2d8 + 2) piercing damage, and a walking speed of 40 ft. Can only be used once per person in each battle.

 

Legendary Actions

At the start of each turn, The Amalgamation can use 1 Legendary action, when used, it has to wait two turns after using it. (So if it used it this turn, waits a cycle, and goes back to its turn, it has to wait one more turn before using a legendary action again.) 

Pufferfish Inflation Annihilation: The Amalgamation inflates its body like a pufferfish, becoming temporarily impervious to physical damage but taking 1.75x as much ranged damage. While inflated, it can move 90 ft. and may attempt to roll over characters, dealing damage 2d6 piercing damage, poisoning them, which requires you to do an 18 CON save or take 3d4 poison damage, and potentially knocking them prone, so make a dexterity save throw of 16. once he activates the ability and rolls around, his turn automatically ends, even if it still has "attacks" or "bonus actions" but can't do them because he is inflated at the moment. he deflates at the start of his next turn 

Chameleon's Camouflage: The Amalgamation adopts the coloration of its surroundings, becoming nearly invisible for a short duration. During this time, it gains a significant bonus to stealth and may surprise characters with sudden ambush attacks. players must use their perception to see this or will take an added 2d10 sneak attack damage to the already existing damage they might take. 

Snipa Monke: The Amalgamation calls upon the legendary Snipa Monke to attack for him. The monkey scales it and attempts to do a 360 no-scope off of the Amalgamation on the farthest player from him. has a 1/5 chance to hit so roll a d20 and if it lands on 5, 10, 15, or 20 it is successful, it automatically goes through armor and deals 2d10 piercing damage + 2d10 force damage. if the furthest player is behind cover it will go to the second furthest and so on. If there are no available players that are out in the open, this attack can't be used 

Description

In the ancient and forbidden laboratory of an eccentric wizard named Malachar.  Malachar, driven by an insatiable desire for knowledge and dominance, sought to create a being that embodied the essence of raw elemental power. His twisted experiments involved capturing and binding the spirits of legendary beasts and dragons from across the lands. One fateful night, a cataclysmic storm enveloped the laboratory. Lightning crackled through the air, striking a massive conducting rod at the center of the room. In a surge of blinding brilliance, the captured spirits were infused with the power of the storm, and the laboratory was consumed by the raging tempest. The result was the birth of a monstrous entity that should never have existed and soon Malachar found out very quickly. Its body was a chaotic collage of scales, fur, and feathers, with wings stretching out like a nightmarish tapestry. Lightning arced across its form, and its eyes glowed with an otherworldly intelligence. The creature, now infused with the power of lightning and the souls of the fallen beasts, awoke with a seething anger and an insatiable hunger for destruction. It broke free from the ruins of the laboratory, leaving a wake of devastation in its path. The Amalgamation, driven by the combined instincts and desires of the creatures that comprised it, sought to unleash chaos upon the world for those that had killed it. Legends say that the Amalgamation still roams these lands, hunting, for his killers for it can make them feel the pain it had once endured. The avatars are pictures of what people think this legendary creature looks like.

Monster Tags: Misc Creatureundeadconstructmonstrosity

Habitat: Forest

Casey_CornBall

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