Huge Monstrosity (Shapechanger), Unaligned
Armor Class 15 natural armor
Hit Points 150 (20d12 + 40)
Speed 50 ft., Climb 50 ft.
STR
23 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
4 (-3)
WIS
9 (-1)
CHA
6 (-2)
Saving Throws STR +9, CON +7
Skills Perception +14, Stealth +19
Damage Resistances Bludgeoning and Piercing from nonmagical attacks, Psychic
Damage Immunities Acid
Condition Immunities Blinded, Charmed, Frightened, Prone
Senses Darkvision 120, Passive Perception 9
Languages Deep Speech understands, Sylvan understands Understands Deep Speech, but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Amorphous Anatomy: The Amalgamated Horror can move through spaces as narrow as 1 foot wide without squeezing. It can also cling to walls and ceilings as if under the effects of a spider climb spell.

Flesh Assimilation: If the Horror kills a creature, it heals for 10 hit points as it absorbs part of the flesh. It cannot heal more than 30 HP per combat encounter this way.

Unholy Amalgam: At the start of its turn, roll a d4 to determine which body part is active:

  • 1: Clawed Beast Limb: Melee attacks deal an additional 1d6 slashing damage.
  • 2: Snake Tail: Gains the ability to make an Engulf attack as a bonus action.
  • 3: Many-Eyed Form: Advantage on Perception checks and attack rolls made with ranged attacks.
  • 4: Hardened Carapace: Gains +2 AC for 1 turn.

Wallcrawler: The Amalgamated Horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack: The Horror makes two attacks: one Pseudopod Strike and one Engulf.

Pseudopod Strike
Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit: 16 (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained, and the Horror can't use this pseudopod on another target.

Engulf
The Horror attempts to engulf a creature of Large or smaller size within 10 feet. The target must succeed on a DC 16 Dexterity saving throw or be engulfed and restrained. Engulfed creatures take 12 (3d6) acid damage at the start of each of the Horror's turns. A creature can attempt to escape by making a DC 16 Strength (Athletics) or Dexterity (Acrobatics) check at the end of each of its turns.

Psychedelic Exhalation (Recharge 5–6)
The Horror exhales a 30-foot cone of psychedelic gas. Each creature in that area must make a DC 15 intelligence saving throw, taking 18 (4d8) psychic damage and becoming frightened until the end of their turn on a failed save, or half as much damage on a successful one.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the Amalgamated horror takes a lair action to cause one of the following effects; the Amalgam Horror can’t use the same effect two rounds in a row:

  • Living Walls: The walls of the room pulse and shift. Any creature standing within 5 feet of the walls must make a DC 13 Dexterity saving throw or be grappled by the flesh-like tendrils that emerge.
  • Maddening Screams: A chorus of voices, both human and animal, erupts from the Horror. Each creature of the Horror’s choice within 30 feet must make a DC 13 Wisdom saving throw or be frightened of the Amalgamated Horror until the start of their next turn.

 

Monster Tags: HagabberationAbominations

Habitat: UnderdarkUrban

TTyoutuber

Comments

Posts Quoted:
Reply
Clear All Quotes