| Mod | Save | ||
|---|---|---|---|
| STR | 28 | +9 | +16 |
| DEX | 18 | +4 | +11 |
| CON | 21 | +5 | +12 |
| Mod | Save | ||
|---|---|---|---|
| INT | 20 | +5 | +12 |
| WIS | 15 | +2 | +9 |
| CHA | 16 | +3 | +3 |
Claw Of The Beast (Mythic Trait; Recharges after a Short or Long Rest). If The Chimeral Beast Amalgam is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it armors itself and its shard glows, it regains 237 hit points, and raises its AC by 2.
General Traits:
Master of Webbing. While in contact with a web, the Chimeral Beast Amalgam knows the exact location of any other creature in contact with the same web, and ignores movement restrictions caused by webbing, in addition, no spider can willingly attack the Chimeral Beast Amalgam, unless attacked first. A spider can be forced to do so through magical means.
Scion of the Sky and Sea. The Chimeral Beast Amalgam doesn’t require air, can breathe air and water, and can hold its breath for 90 minutes.
Natural Gravity. If it has at least 1 hit point, the Chimeral Beast Amalgam generates a limited form of gravity and can generate an air envelope around itself when in a vacuum. This air envelope can sustain the Beast and three other creatures in its space indefinitely.
Divine Form. The Chimeral Beast Amalgam is the philosophical ideal of its kind. It is immune to any spell or effect that would alter its form, glows with the soft light of the night sky, shedding dim light in a 15-foot radius, and can move through a space as narrow as 1 inch without spending extra movement to do so.
Divine Natural Camouflage. While the Chimeral Beast Amalgam remains motionless, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check
Natural Enhancements. When one of the Chimeral Beast Amalgam’s heads is asleep, its other head is awake, it is considered to be one size larger for the purpose of determining its carrying capacity, and it can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Standing Leap. The Chimeral Beast Amalgam's long jump is up to 25 feet and its high jump is up to 10 feet, with or without a running start.
Drone. When it beats its wings, the Chimeral Beast Amalgam emits a loud droning sound that can be heard out to a range of 120 feet.
Tunneler. When the Chimeral Beast Amalgam burrows, it leaves tunnels behind.
Magical Properties. A creature that uses an action to touch the living beast gains 6 temporary hit points that last for 24 hours. Any creature or object that touches the living beast also gains the benefit of a remove curse spell. The beast loses these magical properties if it dies.
Conditions:
Beastly Shard. The Chimeral Beast Amalgam has advantage on saving throws against being blinded, deafened and knocked unconscious, and is immune to being charmed, frightened, and paralyzed.
Perfect Camouflage. The Chimeral Beast Amalgam always has advantage on Dexterity (Stealth) checks.
Keen Senses. The Chimeral Beast Amalgam has advantage on all Wisdom (Perception) checks
Sure-Footed. The Chimeral Beast Amalgam has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Combat:
Cold Aura. Any creature that starts its turn within 5 feet of the Chimeral Beast Amalgam takes 4 (2d4) cold damage
Mimicry. The Chimeral Beast Amalgam can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 20 Wisdom (Insight) check.
Agile Escape. The Chimeral Beast Amalgam doesn’t provoke Opportunity Attacks when it moves out of an enemy’s reach, and can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.
Stench. Any creature other than the Chimeral Beast Amalgam that starts its turn within 5 feet of the beast must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Stench of the Chimeral Beast Amalgam for 1 hour.
Upper Hand. The Chimeral Beast Amalgam has Advantage on melee attack rolls while it is Bloodied, if at least one of the Beast's allies is within 5 feet of the target and the ally doesn't have the incapacitated condition, or on melee attack rolls against any creature that doesn't have all its hit points, at the start of its turn, the Chimeral Beast Amalgam can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn
Magic Weapons. The Chimeral Beast Amalgam's weapon attacks are magical.
Shifting Form. The Chimeral Beast Amalgam can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object, a creature that touches the Chimeral Beast Amalgam or hits it with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage. In addition, a creature grappled by or grappling the Beast takes 5 (2d4) piercing damage at the start of the Beast's turn.
Relentless. (Recharges after a Short or Long Rest). If the Chimeral Beast Amalgam takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Rampage. When the Chimeral Beast Amalgam reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.
Child Of The Weave. The Chimeral Beast Amalgam has advantage on saving throws against spells and other magical effects, and can't be affected or detected by spells of 2nd level or lower unless it wishes to be. The Chimeral Beast Amalgam senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
Sparkling Scales. When a creature that can see the Chimeral Beast Amalgam starts its turn within 30 feet of the Chimeral Beast Amalgam and the Chimeral Beast Amalgam is in bright light, isn't incapacitated, and can see the creature, the Chimeral Beast Amalgam can force the creature to make a DC 17 Wisdom saving throw. On a failed save, the creature is stunned until the start of its next turn.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the Chimeral Beast Amalgam until the start of its next turn, when it can avert its eyes again. If the creature looks at the Chimeral Beast Amalgam in the meantime, it must immediately make the save.
Trampling Charge. If the Chimeral Beast Amalgam moves at least 20 feet straight toward a creature and then hits it with a Bite attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the Chimeral Beast Amalgam can make one Tail attack against it as a bonus action.
Siege Monster. The Chimeral Beast Amalgam deals double damage to objects and structures.
Cold Tolerance. The Chimeral Beast Amalgam can exist comfortably in temperatures as low as -50 degrees Fahrenheit. It has advantage on Constitution saving throws made to resist effects that deal cold damage.
Potent Poison. Undead with resistance or immunity to poison damage or the poisoned condition can be affected by the Chimeral Beast Amalgam's poison.
Weight of Wings. A creature that starts its turn in the Chimeral Beast Amalgam's space has its speed halved and must succeed on a DC 15 Dexterity saving throw or become blinded. Both effects end when the creature ends its turn outside the Chimeral Beast Amalgam's space. On a successful saving throw, the creature is immune to the blinding effect of Weight of Wings for the next 24 hours.
Carry Off. The Chimeral Beast Amalgam can fly at half its flying speed when dragging two creatures it has grappled or at its full flying speed if dragging only one creature it has grappled.
Legendary Resistance (4/Day, or 5/Day in Lair). If the Chimeral Beast Amalgam fails a saving throw, it can choose to succeed instead.
Spellcasting. The Chimeral Beast Amalgam is a 18th-level spellcaster. Its spellcasting ability is [intelligence] (spell save DC 19, +11 to hit with spell attacks). The Chimeral Beast Amalgam can cast disguise self and invisibility at will and has following Wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp, command, comprehend languages, detect thoughts, dancing lights
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin*, confusion
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): plane shift
8th level (2 slot): mind blank*, dominate monster
9th level (1 slot): time stop
*The Chimeral Beast Amalgam casts these spells on itself before combat.
Multiattack. The Chimeral Beast Amalgam makes two attacks: one with its bite and one with its Stomp. It can't make both attacks against the same target. It can also substitute one or both of its attacks with a Rock attack, a Prowl, Shell Defense, or a Roar.
Prowl. The Chimeral Beast Amalgam moves up to half its Speed without provoking Opportunity Attacks. At the end of this movement, the Beast can take the Hide action.
Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 35 (4d12 + 9) piercing damage. Plus 22 (5d8) psychic damage If the target is a Medium or smaller creature, it is grappled (escape DC 17) and the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn and take an additional 3d6 poison damage. On a failed save, the target begins to hallucinate and is afflicted with a short-term madness effect (determined randomly or by the DM; see "Madness" in chapter 8 of the Dungeon Master's Guide). The effect lasts 10 minutes. Until this grapple ends, the target is restrained, The Chimeral Beast Amalgam can only have one creature in each mouth.
The target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies. Also each time the diseased creature finishes a long rest, roll a d6 to determine the disease's effect:
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1-2. The creature is blinded until it finishes a long rest.
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3-4. The creature's hit point maximum decreases by 5 (2d4), and the reduction can't be removed until the disease ends. The creature dies if its hit point maximum drops to 0.
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5-6. The creature has disadvantage on ability checks and attack rolls until it finishes its next long rest.The disease lasts until it's removed by magic or until the creature rolls the same random effect for the disease two long rests in a row.
Stomp. Melee Weapon Attack: +14 to hit, reach 20 ft., one prone creature. Hit: 31 (4d10 + 9) bludgeoning damage.
Shell Defense. The snail withdraws into its shell, gaining a +4 bonus to its AC until it emerges. It can emerge from its shell as a bonus action on its turn.
Rock. Ranged Weapon Attack: +14 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage
A creature damaged by the Beast must succeed on a DC 12 Constitution saving throw or contract a disease.
Frightful Presence. Each creature of the Chimeral Beast Amalgam's choice that is within 120 feet of the Beast and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Chimeral Beast Amalgam's Frightful Presence for the next 24 hours.
Deafening Bellow (Recharge 5–6). The Chimeral Beast Amalgam delivers a fearsome bellow in a 60-foot cone that is audible out to 1 mile. Each creature in the area must make a DC 17 Constitution saving throw. On a failure, a creature takes 44 (8d10) thunder damage and is deafened for 1 hour. On a success, a creature takes half the damage and isn't deafened. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
Overrun (Recharge 6). The Chimeral Beast Amalgam moves up to 30 feet in a straight line and can move through the space of any Large or smaller creature. This movement doesn't provoke opportunity attacks. The first time the Chimeral Beast Amalgam enters a creature's space during this move, that creature must make a DC 17 Dexterity saving throw. On a failure, a creature takes 54 (12d8) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.
Roar. Wisdom Saving Throw: DC 21, one creature within 15 feet. Failure: The target has the Frightened condition until the start of the Chimeral Beast Amalgam next turn.
Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage.
Bubble Dash. While underwater, the Chimeral Beast Amalgam moves up to half its Swim Speed without provoking Opportunity Attacks.
Leap. The Chimeral Beast Amalgam jumps up to 30 feet by spending 10 feet of movement.
Rampage (3/Day). Immediately after dealing damage to a creature that was already Bloodied, the Chimeral Beast Amalgam can move up to half its Speed, and it makes one Bite attack.
Drain Magic Item. The Chimeral Beast Amalgam drains the magic from one magic item within 5 ft of it that isn't being worn or carried. A magic item with charges loses 1d4 charges, an item with limited uses per day loses one daily use, and a single-use item, such as a potion or spell scroll is destroyed. All other magic items have their effects suppressed for 1 minute. A drained item regains its magic after 1 hour.
Slow but Sturdy. When the Chimeral Beast Amalgam is subjected to an effect that would move it out of its current space or knock it prone, it is neither moved nor knocked prone.
Uncanny Dodge. The Chimeral Beast Amalgam halves the damage it takes from an attack made against it, provided it can see the attacker.
Ink Cloud (1/Day). Trigger: The Chimeral Beast Amalgam takes damage while underwater. Response: The Chimeral Beast Amalgam releases ink that fills a 15-foot Cube centered on itself, and the squid moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the Chimeral Beast Amalgam can expend a use to take one of the following actions. The Beast regains all expended uses at the start of each of its turns.
Move. The Chimeral Beast Amalgam moves up to half its speed without provoking opportunity attacks.
Roar. The Chimeral Beast Amalgam uses Frightful Presence or Deafening Bellow.
Bite Attack (Costs 2 Actions). The Chimeral Beast Amalgam makes one Bite attack.
If The Chimeral Beast Amalgam’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Claw of the Beast.
Rampage. The Chimeral Beast Amalgam makes two attacks: one with its bite and one with its stomp.
Speed of a Cheetah (Costs 2 Actions). The Chimeral Beast Amalgam recharges one rechargeable ability in its set and uses it.
Vigor of the Weave (Costs 3 Actions). The Chimeral Beast Amalgam heals itself for 100 health.
Description
The Culmination of all Nature's Powerful beasts.
Lair and Lair Actions
The Chimeral Beast Amalgam resides where Air, Land, and Sea converge. The Temple of the Beast. This massive open clearing has served as a temple of worship for thousands of years and has had many individuals make pilgrimages to it. Pets and Wild Animals are encouraged to join in worship and partake in the food in the area.
Lair Actions
On initiative count 20 (losing initiative ties), the Chimeral Beast Amalgam takes a lair action to cause one of the following effects; the Chimeral Beast Amalgam can’t use the same effect two rounds in a row:
- A Bestial Howl echoes through the area, granting advantage to all 'Beast' creatures in the area and healing them for 40 health
- The spirits of the animal kingdom surround opponents, all creatures in the clearing of the Chimeral Beast Amalgam's choice must succeed on a DC 17 Dexterity Saving Throw, taking 18 (4d8) piercing damage, or half damage on a successful save.
Regional Effects
The region containing The Chimeral Beast Amalgam]’s lair is [choked with Primal Animalistic Vigor], which creates one or more of the following effects:
- Refreshing Water. The air within 1 mile of the lair is magically refreshing. A creature that finishes a long rest in the lair gains 2d4 Temporary Hit Points.
- The lair is supernaturally suffused with animalistic vigor, as such tempers are harder to control and individuals often lose control of themselves and their faculties, wisdom saving throws are made with disadvantage.
If The Chimeral Beast Amalgam dies, these effects fade over the course of 1d10 days.
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