Large Undead, Any Evil Alignment
Armor Class 20
Hit Points 160 (25d8 + 45)
Speed 50 ft., Fly 100 ft.
STR
4 (-3)
DEX
19 (+4)
CON
19 (+4)
INT
16 (+3)
WIS
10 (+0)
CHA
20 (+5)
Saving Throws DEX +9, CON +9
Damage Resistances Cold
Damage Immunities Necrotic
Condition Immunities Charmed, Petrified
Senses Passive Perception 15
Languages --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Shadow stealth: While in dim light or darkness, the Amalgam can take a Hide action as a bonus action

Summon Past Time Duplicate : Twice per day, an Amalgam can summon a duplicate of one its foes stolen from a parallel alternate past. The stolen time duplicate has the same stats and possessions as the original, but is treated as if having two energy drains which simulates a less experienced version of the original). The past time duplicate, despite having most of the knowledge of the original, serves the Amalgam loyally like any summoned creature. If the past time duplicate is slain, the original is not harmed because the duplicate was pulled from a parallel past. However, the original does not necessarily realize this, and must make a Wisdom save (DC 14) or be frightened for 1d4 rounds after witnessing the death of a duplicate for the first time.

Spell-Like ability: 3/day- cast Enervation (DC 20 Dex)

Null Time Field: Amalgams continually generate a 10-foot-radius spread null time field. All creatures and objects in the field, except the Amalgam, must make a Con save (DC 18) each round to take any actions. On a failed save, subjects are stuck in a static time stream until their next round of actions, at which time they must make another saving throw. 

Actions

Chronal Blast : As an, the Amalgam can make a ranged touch attack against any creature within 100 feet. If it succeeds, the subject is targeted by a spasm of space-time flux, dealing 4D6 necrotic damage as it is trapped in a place of space-time flux. 

Enervation: A tendril of inky darkness reaches out from the Amalgam, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends ifyou use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes

 

Reactions

 

Legendary Actions

 

Description

The twisted combination of dark souls from different times. A deep, blacker than black apparition. Tendrils of thick blackness swirl in and out of it. Its form is constantly shifting, and faces appear and disappear out of it. The Amalgam seems to exist in a time all it's own, and everything around it seems completely still. 

Lair and Lair Actions

 

Angelgirl39

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