Magic Resistance: The Clown Amalgam has advantage on saving throws to avoid magical effects.
Multiple Heads: The Clown Amalgam has advantage on saving throws to avoid being put to sleep, being charmed, frigthened, stunned, and on perception skill checks that rely on sight.
Susceptible to Fire and Radiance: Whenever the Clown Amalgam takes radiant or fire damage it takes an additional 5 radiant or fire damage.
Undead Monstrocity: The Clown Amalgam is considered both a fiend and an undead for effects that would require either creature type.
Multiattack: The Clown Amalgam makes four attacks with its attack action.
Slam: Melee Weapon Attack +9 to hit, 5ft reach, one target, for 1d6 bludgoening damage.
The Wheel (Recharge 6): The Clown Amalgam moves in a circular motion as if atempting to perform the wheel moving up to half of its walking speed, (while moving in this way the Clown Amalgam can move throw other creature´s spaces), all creatures within the Clown Amalgam path must succeed in a DC 17 Dexterity saving throw, taking 4d8 bludgeoning damage and falling prone on a failure, half as much damage on a success and no additional effects.
Nose Pick: The Clown Amalgam atemtps to pick the nose of a creature within 5ft of it, the target must succeed in a DC 10 Dexterity saving throw, taking 1d12 bludgeoning damage on a failure.
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