| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 10 | +0 | +0 |
| CON | 15 | +2 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 12 | +1 | +4 |
| CHA | 8 | −1 | −1 |
Untstable Form: When the amalgam takes 15+ damage in a single turn, a random part of its body sheds, causing it to take an additional 1d10 necrotic damage and lose one reaction until the start of its next turn. Any creature within a 15ft radius of the amalgam when it sheds must make a dc15 Dexterity saving throw or have the restrained condition until they make a successful dc15 strength check to pull themselves free. If an ally chooses to help someone out the dc is 10.
Vulnerable Core:
When the Amalgam is reduced to 50 HP or less, a pulsing purple crystal becomes visible in its chest.
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Targeting the Crystal: A creature can attempt to strike the crystal directly. This attack is made with Disadvantage due to the creature's flailing.
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Crystal Stats: The Crystal has AC 15 and 20 HP.
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Instant Destruction: If the crystal is destroyed, the Amalgam instantly collapses into inert ash and is defeated.
Sorcerous Bond: The amalgam is bound to the sorcerer who created it. Whenever the sorcerer takes damage the amalgam takes half that much damage.
Clotting Smash. The Amalgam makes a melee attack with its gigantic fists and pounds the ground around it.
Action Melee Attack. Melee Weapon Attack: +4 to hit, reach 15 ft. Hit: (1d8 + 4) [necrotic] damage.
Gutteral Roar. The creature lets out a horrifying screech. Every creature within 20 ft. must make a DC 13 Wisdom Save or be Frightened until the end of their next turn.
Pulling Focus. The Amalgam focuses its mass. It selects one creature within 10 feet. That creature has Disadvantage on attack rolls against any target other than the Amalgam until the start of the Amalgam's next turn.
Twisting Flesh. When a creature the Amalgam can see within 15 feet hits it with a melee attack, the Amalgam can shift its form, causing the attacker to be exposed to the vile components of its body. The attacker must succeed on a DC 12 Constitution Saving Throw or take 5 (1d10) poison damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
A large abomination formed from the bodies of 10 occultists using the blood of sacrificed goats to bond them together. The creature has several flailing limbs and screaming faces protruding from it.
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.
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