Huge Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 188 (15d12 + 90)
Speed 50 ft.
STR
25 (+7)
DEX
8 (-1)
CON
22 (+6)
INT
6 (-2)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws STR +11, CON +10, WIS +5
Skills Perception +15
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages Understands the languages of its creator but can't speak
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Draconic Resilience. The amaloth has resistance to the damage type of whichever dragon skull was used to build it. Lightning for blue, acid for black, and so on.

Magic Resistance. The amaloth has advantage on saving throws against spells and other magical effects.

Subsumption. If an amaloth comes in contact with the corpse of a medium or smaller creature it absorbs the dead flesh of the creature, regaining 25 hit points and destroying the corpse. If the amount healed exceeds its hit point maximum, it gains those extra hit points as temporary hit points.

Undead Fortitude. If damage reduces the amaloth 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 amaloth drops to 1 hit point instead.

Unnatural Form. Any living creature within 60 feet of the amaloth that gazes upon it must make a DC 15 Wisdom save or spend their next available action and movement to wretch and vomit. A creature that succeeds on this save is immune to the effect for 24 hours.

Writhing Limbs. A normal amaloth that has not seen battle begins with 1d4 , greying, fetal arms with which to make its grasping claw attack. Each writhing limb has  AC 20, 20 Hit Points, and resistance to all of the amaloth's resistances. Damage to a writhing limb does not damage the amaloth. When the amaloth uses the multiattack action on its turn it can attack with each writhing limb.

Actions

Multiattack. The amaloth makes one bite attack and as many claw attacks as it has arms; otherwise it can make one bite attack and one necrotic beam attack.

Bite.Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 7) bludgeoning damage. If the target is a medium or smaller creature, it becomes grappled in the amaloth's mouth. If an amaloth has a creature in its mouth it must take the swallow action in lieu of its bite attack. If the amaloth attempts to swallow a grappled creature, that creature must succeed on a DC 19 Dexterity save or be swallowed. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the amaloth, and it takes 11 (3d6) acid damage at the start of each of the amaloth's turns. If the amaloth takes 20 damage or more on a single turn from a creature inside it, the amaloth must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the amaloth. If the amaloth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. A creature that dies while swallowed by the amaloth it is subject to the amaloth's subsumption feature.

Grasping Claws. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. A medium or smaller creature struck by this attack is grappled by the amaloth; if the amaloth has a creature grappled in one of its claws, it cannot use that claw to make another attack. On its turn the amaloth may fling a grappled creature 1d4+4 * 10 feet, whereupon the flung creature takes 6d6 bludgeoning damage and is knocked prone. A grappled creature can attempt a DC 19 Strength or Dexterity save to break the grapple, freeing itself on a success.

Necrotic Beam. The amaloth fires a beam from between its antlers at a creature within 60 feet of it. That creature must make a DC 16 Constitution save, taking 39 (7d10) necrotic damage on a failure, or half as much on a success. If this attack reduces a creature to 0 hit points the creature dies outright.

Vile Proliferation (Recharge 3-6). The amaloth grows 1d4-1 new limbs (minimum of 1).

Description

Amaloths are among the vilest undead creations to inhabit any plane of existence. Wrought by unfathomable magics, such abominations incorporate the skull of a dragon, the antlers of a giant elk, and a village's worth of humanoid corpses. 

Once fully risen, an amaloth stands 15 feet tall, and twice as long. Its body is not unlike that of something equine, if somewhat stooped and malformed. It has four legs, each jointed backwards and ending in a terrible bony spike; its tall, proudly muscled neck ends in the skull of a dragon, whose eye sockets glow with fell magic. The dragon skull's horns have been removed, replaced with the blood dyed antlers of a giant elk-- a locus of black magic floats between the horns. At any point in time an amaloth might have one or more disjointed, necrotic arms sprouting from its body; each arm is disproportionately long, and dripping with a yellowish amniotic fluid.

Previous Versions

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VikinYngof

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