Large Undead, Neutral Evil
Armor Class 14
Hit Points 35 (3d10 + 9)
Speed 20 ft.
STR
16 (+3)
DEX
6 (-2)
CON
17 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws WIS +1
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages Understands the languages of its creator but can't speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Undead Fortitude. If damage reduces the amalgam to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Necrotic Fog. If standing within 5 feet of the amalgam, any creature or player that isn't undead must make a Constitution saving throw with a DC of 15. If they fail they must take 1d6 Necrotic damage.

 

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Limb Throw. Ranged Attack (20/60): one target. Hit: 1d4 bludgeoning damage + 4 Necrotic damage

Acid Splash. Ranged Attack (60): 5 x 5 area of effect, one target, Dex save with DC 10. Hit: 1d6 acid damage if successful.

Limb Shield. Defensive Action: It can put up a shield of limbs to absorb damage for 2 turns with the sacrifice of 4 health. AC +2. It cannot be stacked.

Description

The amalgam is, as the name implies, an amalgam of various corpses, be it humanoid or not, into one creature. It moves slowly and lumbers around clumsily. Acid and poisonous fog seep out of the many nooks and crannies between the melded corpses. Amalgams have to be conjured by powerful or foolish necromancers to exist.

Monster Tags: undead

Habitat: SwampUrban

Fiero_the_Firstborn

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