Fungal Colony. Amuh can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Regeneration. Amuh regains 15 hit points at the start of its turn if it has at least 1 hit point. If Amuh takes thunder damage, this trait doesn't function at the start of Amuh's next turn.
Hivemind. Amuh is able to perceive from the senses of any being that has been subject to its Assimilation or its lair's Consumption ability. As long as Amuh is on the same plane, it can communicate telepathically with any of its thralls. Thralls have the same stats as they did before but are completely under the control of Amuh and have a vulnerability to thunder damage. Thralls may be freed from the hivemind by means of a lesser restoration spell or similar magic. Extended exposure to bright sunlight over the course of three days or a cumulative 20 thunder damage over a week will cure the individual.
Multiattack. The doppelganger makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 4) bludgeoning damage.
Tentacle. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 10(1d10 + 4) piercing damage. If the creature is Large or smaller, the creature is pulled up to 10ft closer to Amuh.
Spore Cloud (recharge 6). Amuh releases a plume of toxic spores. It functions as the Stinking Cloud spell without requiring material components or concentration.
Embrace. If a creature has been pulled towards Amuh with its Tentacle attack, it may use its reaction to begin the assimilation process. The target must succeed on a DC14 Constitution save. On a failure, the target is restrained and can take no other action but attempt to free itself on a DC16 Athletics or Acrobatics check. On a success, the target is not restrained.
Self-Preservation. If Amuh is reduced below a third of its hit points, it may use a reaction to immediately move as if it had taken the Dash action.
Assimilation. Amuh begins to convert a creature into its thrall. A creature affected by the Embrace ability must make a DC15 Wisdom saving throw or be charmed. A success renders the target immune to this ability for 24hrs.
Pheremones. A creature that is currently in the area of effect of the Spore Cloud ability must make a DC13 Charisma save or be charmed. A success renders the target immune to this ability for 24hrs.
Description
Amuh is the product of extended time in the presence of the strange and corruptive magic of the Undermountain. What the doppelganger had thought was a perfect, secluded hideaway was actually a fermentation chamber for a particularly virulent strain of psychic fungus. Created by magic, the fungus slowly assimilated Amuh to become its primary host. Now the symbiotic relationship has flourished and the pair have many thralls under their control.
The fungus has the instinctual desire to expand and using Amuh is the perfect way to assimilate more people to spread the infection. The fungus protects its lair with fervor and attempts to incapacitate any intruders. Amuh uses its natural shapechanging ability to infiltrate groups, separate them, and then assimilate using the new thralls as minions.
Thralls themselves are forced participants, their bodies under the control of the fungus and Amuh while they remain conscious of the things going on around them. They are essentially trapped in their own bodies. The fungus is sensitive to sunlight and loud sounds, so extended exposure to either can purge the fungus from the thrall.
Lair and Lair Actions
Visibly damp and lustrous in spots, the peculiar material that has been used to construct the lair resembled a solidified liquid resin or glue. In places, light penetrates the material to reveal a complex internal structure. At other locations the substance was opaque. What little color it displayed was muted: greens and grays, and here and there a touch of some darker green. The area is damp and covered with this material, rendering the entire area slick and humid.
Lair Actions
When fighting inside its lair, Amuh can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Amuh takes a lair action to cause one of the following effects:
Consumption. Target one creature within the lair with 20 hit points or less. That creature must immediately make a DC13 Constitution save or be rendered unconscious. A creature that is unconscious because of this ability for 1d4 + Con bonus number of consecutive turns must make a DC13 Constitution save or be converted into a thrall.
Difficult Terrain. The area within the lair becomes difficult terrain until the top of the next round.
Caustic Spray. Target up to three creatures. Each target must succeed on a DC12 Dexterity save or take 6(1d6+2) poison damage.
Noxious Fumes. All creatures in the lair must immediately make a DC11 Constitution check. On a failure, the target becomes poisoned. If this is the second failure for this ability, the target becomes incapacitated. On a third failure, the target is rendered unconscious. A target suffers these effects until they succeed on a DC14 Constitution effect that renders them immune to this ability for 24hrs.
Previous Versions
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