Huge Aberration, Lawful Evil
Armor Class 17 (natural armor)
Hit Points 135 (18d10 + 36)
Speed 40 ft., fly 40 ft.
STR
17 (+3)
DEX
9 (-1)
CON
15 (+2)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws CON +5, INT +7, WIS +5
Skills Athletics +10, Insight +12
Senses Darkvision 120 ft., Passive Perception 20
Languages Celestial, Telepathy 120 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Entity of the Yearn. The amalgamation can live in a vacuum and has no problem moving through a space without gravity.

Viscous Makeup. The amalgamation is made up of a black vascular ooze, one that spreads hungrily and seeps into any cracks or crevices it can find purchase within. A creature that touches the amalgamation or that hits it with a melee attack while within 5 feet of it must make a DC 14 Wisdom saving throw. On a failure, the creature is dominated for 1d4 rounds of combat.

Sight of Tenebrous. If a creature communicates telepathically with the amalgamation, the aberration learns the creature’s greatest desires if the ooze can see the creature.

Actions

Multiattack. The amalgamation makes two attacks with its tendrils.

Tendril. Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or become dominated. The dominated creature’s eyes turn black and its skin a pallid color, the creature must follow simple commands from the amalgamation as per the Dominate Person spell for 1d4 rounds of combat or until the creature takes damage. If a creature succeeds in its save, it cannot be dominated by this creature until after a long rest.

Tail. Melee Weapon Attack: +4 to hit, reach 10 ft. one target. Hit: 15 (2d6 + 4) bludgeoning damage.

Enslave (3/Day). The amalgamation targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the amalgamation until the amalgamation dies or until it is on a different plane of existence from the target. The charmed target is under the amalgamation’s control and can’t take reactions, and the amalgamation and the target can communicate telepathically with each other over any distance.

Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the amalgamation.

Legendary Actions

The amalgamation has a pool of 7 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 amalgamation regains spent legendary actions after it takes a long rest.

Detect. The amalgamation makes a Wisdom (Perception) check.

Tail Swipe. The amalgamation makes one tail attack.

Divide and Conquer. The amalgamation can choose to sacrifice part of its overall size and strength to create small amalgamations. The creature will reduce its current hit point total by 20, and produce 1d4 amalgamations of small size, each with 5 hit points (see amalgamation stat block).

Adjustable Resistance. When the amalgamation is attacked, it responds in kind. Upon taking this action, the amalgamation chooses from any two damage types that have reduced its hit point total since its last turn in combat and may apply them to its resistances. When this action is taken a second time, the old resistances are replaced with the new.

Psychic Drain (Costs 2 Actions). One creature charmed by the amalgamation takes 10 (3d6) psychic damage, and the amalgamation regains hit points equal to the damage the creature takes.

 

Lair and Lair Actions

Amalgamations lair in the yearn's dark and most vile places, anywhere that has felt the touch of Tenebrous. Where the two realms touch, the physical realm and the void space, or wherever Tenebrous' influence is most potent, Amalgamations typically find their homes. 

Lair Actions

When fighting inside its lair, an amalgamation can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the amalgamation takes a lair action to cause one of the following effects:

  • The amalgamation casts Magnify Gravity (no components required) at any point it can see within 60 feet of it. The amalgamation can’t use this lair action again until it has used a different one.
  • The Vile Amalgamation is at home in places without the effects of gravity and may use its forces on a whim. The amalgamation casts Gravity Sinkhole (no component required) and may choose to cast it as a concentration spell to make the effect ongoing. Any creatures trapped in the effect of the spell must make the save again at the start of their turn, and any creature entering the affected area during their turn must use their reaction to make the save. The amalgamation can’t use this lair action again until it has used a different one, and cannot use another one while concentrating.

Regional Effects

The region containing an amalgamation's lair is warped by the concentrated presence of Tenebrous, which creates one or more of the following effects:

  • Surfaces within 1 mile of the amalgamation's lair are often covered in a black vascular ooze, pulsing as if taking a breath. Plant life cannot grow in these places, and any organic material is seeped of its vitality.
  • The yearn's usual vibrant blues, purples, and golds fade and are replaced by the stark blackness of space. Any Devil's Bargains made in these spaces are harsher, and players who fall in combat cannot use their fate points during death saves.

If the amalgamation dies, these two effects fade over the course of 3d10 days.

Habitat: Underdark

Rafenir

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