Unnatural Regeneration. When the Amalgama is at 30 hit points or less, it heals 3d8 hit points per turn. But this trait doesn't work when the Amalgama takes fire damage or is on fire.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 20 (3d6 + 3) [piercing] damage. +1d8 poison damage for 3 turns.
Scratch. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 10 (2d6) [slashing] damage. +1d4 poison damage for 3 turns.
Screech. The loud screech of the Amalgama is deafening. Any creature in a 75 ft. radius from the Amalgama must roll a DC 18 Constitution saving roll or take 1d12 physic damage and become deafened for 2 rounds on a failure. Or take half the damage and preventing the deafened effect on a success.
Kick. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 25 (4d6 + 3) [bludgeoning] damage. Knocks back creature: 15 ft.
Backlash. When the Amalgama takes any close range bludgeoning, piercing, or slashing damage, it would backhand whatever creature causes it harm. Any creature within 5 ft. of the Amalgama must roll a DC 15 Dexterity saving roll, or take 2d8 bludgeoning damage and get knocked back 10 ft. Or take half the damage and preventing knock back on a success.
Description
Standing well over 18 ft. tall and being only 1650 pounds on average, these tall, soulless, and eyeless striders are carnivorous in every sense; they will eat anything that moves, regardless of size, even themselves. It seems they have a lack of intelligence, since they try running after prey that are on boats far off shore, which they drown themselves. Or when there is a large few meter gap between the Amalgama and an Elven scout, which he stated it rushed at him and fell to its death 100's of feet down, said the horrified scout. They were reported to be eyeless, yet the Amalgama can "see" the reporters some dozens of yards away, especially when they were out of the Amalgama's "line of sight". Although no records or historical documents state where they originated from, theories say they were born from a failed experiment, one with a high consequence, like from a fabled immortality spell, or something similar. But whatever the case, these things are unnatural in ever sense, and shouldn't be alive. Not much is known about these vile freaks of nature, but if you come across one, be sure to quickly and quietly retreat, these things are not to be trifled with.
Lair and Lair Actions
The caves where the Amalgama lives in are dark, moist and all around disturbing. They are nocturnal entities and prefer total darkness. Traveling in these caves creates 3 of the following effects:
- The caves are very dark and you cannot see 5 ft. in front of you, which means you need a light source, or you'll have a disadvantage on ability checks. But is not recommended, in fact, don't bring a touch, you'll be a target to them since you have a obvious light and heat source.
- The smell is so vile, you can just vomit. A creature that enters the cave of the Amalgama must roll a DC 22 Constitution saving throw, or take 1d8 poison damage and become stunned for a round on a failure, due to vomiting. Or half the damage and preventing the stunned effect on a success, and vomiting.
- The cave floors are covered in blood, piss and other unknown fluids. A creature that walks through this must roll a DC 14 Dexterity of saving roll, or slip and suffer a demoralizing debuff causing a ability check disadvantage for 1 minute. Or prevent the debuff on a success. You roll this for every 75 ft. you travel in the caves.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/26/2019 12:20:08 AM
|
21
|
0
|
1
|
Coming Soon
|
Comments