Huge Swarm of Medium undead, Chaotic Evil
AC 18 Natural Armor    Initiative +7 (17)
HP 300 (36d10 + 15)
Speed 50 ft.
Mod Save
STR 22 +6 +17
DEX 12 +1 +8
CON 22 +6 +17
Mod Save
INT 10 +0 +3
WIS 9 −1 +3
CHA 12 +1 +7
Skills Stealth +8
Resistances Bludgeoning and Piercing from nonmagical attacks, Radiant
Immunities Fire, Necrotic; Exhaustion, Restrained, Unconscious
Senses Blindsight His many eyes see all, Darkvision He sees all, Tremorsense He feels you coming, Truesight Sees all; Passive Perception 16
Languages None
CR 18 (XP 20,000; PB +6)
Traits

Absorption. When attacked with elemental damage  a skeleton in the Conglomerate is infused with its damage type and does 2d6+3 additional of that type when thrown.

Fracture. When attacked for more than 30 damage in one turn a corpse falls from the Conglomerate onto the floor. This lost skeleton can be Consumed by the congregation or destroyed by the party. The lost skeleton has 10 HP.

Spellcasting. The Conglomerate is a 5th-level spellcaster. Its spellcasting ability is CON spell save 18 (to hit with spell attacks). The Conglomerate has following Warlock spells prepared:
Cantrips (at will): Fire Bolt, Chill Touch, Thunderclap, Ray of Frost
1st level (4 slots): Hellish Rebuke,  Magic Missile

2nd level (3 slots): Ray of Enfeeblement

3rd level (2 slots): Vampiric Touch

4th level (2 slots): Blight

5th level (1 slot): 

Actions

 The Conglomerate makes 3 Attacks per Action

Smash. Melee unarmed Attack: +12 to hit, reach 20 ft, 10 ft square. Hit: (7d6+12) bludgeoning damage.

Death Bolt. Ranged Magic Attack: +8 to hit, range 5/120ft., 1 target. Hit: (5d6+10)Necrotic damage.

Skeleton Throw. Ranged Projectile Attack: +12 to hit, range 5/60 ft., 5 ft square. Hit: (5d8+12) Piercing damage.

Bonus Actions

Consume. The Conglomerate can pick up a lost skeleton from the ground and eat it healing 15 HP. It can also consume a Infused skeleton to reinforce it’s next melee attack with 2d6+3 of the corresponding damage type.

 

 

Reactions

Hellish Rebuke.

Bite. If a party member uses any touch style spell or unarmed attack a skeleton will reach from the Conglomerate and bite their hand, dealing (1d10+6) poison damage.

Legendary Actions

The Conglomerate can use 3 Legendary Actions/Long Rest 

The Conglomerate can use a Legendary Action after any Party Members turn or During it’s own

Flame of Past Lives (Costs 1 Action) The Conglomerate screams as it releases the fire which burned them years ago. The flame is forced out as a 40x10 beam of malice dealing (10d6) fire damage. DEX 16 saving throw cuts the roll in half. 

Grasp of Os (Costs 1 Action) The Conglomerate opens its skeletal hand as flesh ridden arms and mouths reach out for the selected party member. They must make a DEX 17 saving throw or be wrapped in the Conglomerate’s many grips. They are incapacitated and take (3d6+4) damage as the feral mouths and hands tear at their flesh once every turn they are stuck. Every time the Fracture trait is triggered, the conglomerate must roll a 17 STR save to maintain grip. Once a turn the party member makes a 22 STR check to break out. On success the Conglomerate takes 5 Bludgeon damage. 

Mythic Actions

Mythic Action Name. 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

The Conglomerate is a 2 Legged ape like creature constructed purely of human skeletons with knuckles the size of your tallest cousin. The skeletons are charred from the fires their flesh was melted in, and imbued with the magic used to slay and dispose of them have taken a form fueled only by the evil that murdered them. Though the Conglomerate has no eyes, hundreds of skeletal sockets stare at you, as it raises his arms and the corpses roar. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Abominations

Habitat: Forest

ramennoodle08

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