Huge Monstrosity, Chaotic Evil
Armor Class 16 natural armor
Hit Points 280 (14d12)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
24 (+7)
DEX
14 (+2)
CON
21 (+5)
INT
6 (-2)
WIS
17 (+3)
CHA
5 (-3)
Damage Immunities Acid, Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages Draconic Draconic
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Magic Weapons.  The Amalgam Wyrm's attacks are magical. 

Many Arms. The Amalgam Wyrm has advantage on strength (athletics') checks made to grapple or restrain creatures due to its numerous limbs. 

Legendary Resistance (2/day).  If the Amalgam Wyrm fails a saving throw, it can chose to succeed instead. 

Chormatic Breath. When the Amalgam Wyrm's breath weapon recharges, roll a d10 on the damage type table.  The recharge is the new type rolled. Also, the Bite attack damage type changes to the new recharge type.  

1 - Acid

2 - Cold

3 - Fire

4 - Force

5 - Lighnting

6 - Necrotic

7 - Poison

8 - Psychic  

9 - Radiant

10 - Thundr 

 

Actions

Multiattack.  The Amalgam Wyrm makes 4 claw attacks and one bite attack. 

Claw. Melee weapon attack: +12 to hit, reach 10 ft., one target.  Hit (2d6+7) slashing damage.  If a targert is hit twice it becomes grappeled and must make a Str Savaing throw  to escape.  (DC 20) 

Bite. Melee Weapon attack: +12 to hit, reach 10 ft., One target.  Hit (2d10+7) piercing damage and 2d8 acid damage.

 

Bonus Actions

Putrid Acid Breath (recharge 6)

The Amalgam Wyrm exhales a stream of noxious acid in a 30-foot cone.  Each creature in that area must make a DC 16 Dexterity saving throw, taking (8d6) acid damage on a failed save, or half as much damage on a successful one. The stench of the Wyrm's acidic breath is overwhelming.  Any creature that relies on smell within 120 feet of the Wyrm must succeed on a DC 16 Constitution saving throw or use its next action to retch and be unable to take reactions until the end of its next turn. 

Forceful take off

As a bonus action the Amalgram Wyrm can use its wings to launch itself into the air.  Any creature in a 10 foot circle must make a STR saving throw (dc20) or be knocked prone.  

Reactions

Almagamated Nature (recharges after short rest)  When the Amalgam Wyrm takes damage from a spell or effect for the first time, it can use its reaction  to gain resistance to that damage type for one hour.  

Lacken

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