You touch a corpse or and rearrange the tissues of their body into a different shape, or arrangement, such as moving or removing fat tissue, or changing the structure of organs. You may not create matter using this spell, so if changes are to be made beyond what is available in the subjects own body, further materials are required.
At 6th level this spell can create 1 complex tool, weapon or piece of armor out of flesh and bone. In order to do so the caster must make a medicine or arcana check at DC 15. The weapon is an equivalent of any common martial weapon or arcane focus that isn’t a gemstone or orb (creating an arcane focus requires a gemstone of any kind worth gp equivalent to the focus’ cost to act as a core) the armory is equivalent to any basic form of light armor depending on the hide thickness of the corpses race (padded: small, or animalistic races; Leather: medium size races, Studded Leather: medium-large size races, thick hided or scaled races) If the check fails the item falls apart and the spell dissipates causing the corpse to dissolve. In addition this spell can fuse up to 2 available corpses together to create a monstrous amalgamation. In order to bring this amalgamation to life the caster requires a large gemstone worth 500 gp to act as its heart and an equivalent level of animate dead per corpse the caster must also make a DC 15 medicine or arcana check whilst fusing the corpses with failure resulting in melting of the corpses involved. The amalgam has a hit point value equal to the amount of zombified corpses combined within, an AC of 15 and a movement speed of 20ft
2 corpses:
Undead Fortitude. If damage reduces the zombie 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.
Multiattack. The amalgam makes two slam attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 4)bludgeoning damage.
At 7th level this spell can fuse up to 3 available corpses together to create a monstrous amalgamation. In order to bring this amalgamation to life the caster requires a large gemstone worth 500 gp to act as its heart and an equivalent level of animate dead per corpse the caster must also make a DC 15 medicine or arcana check whilst fusing the corpses with failure resulting in melting of the corpses involved. The amalgam has a hit point value equal to the amount of zombified corpses combined within, an AC of 15 and a movement speed of 20ft
3 corpses:
Undead Fortitude. If damage reduces the zombie 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.
Multiattack. The amalgam makes three Slam attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 4) bludgeoning damage.
At 8th level this spell can fuse up to 4 available corpses together to create a monstrous amalgamation. In order to bring this amalgamation to life the caster requires a large gemstone worth 500 gp to act as its heart and an equivalent level of animate dead per corpse the caster must also make a DC 15 medicine or arcana check whilst fusing the corpses with failure resulting in melting of the corpses involved. The amalgam has a hit point value equal to the amount of zombified corpses combined within, an AC of 15 and a movement speed of 20ft
4 corpses:
Undead Fortitude. If damage reduces the zombie 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.
Multiattack. The amalgam makes four Slam attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Grab. Melee Weapon Attack: -4 to hit, reach 10 ft., one target. Hit 4 (1d8) The creature sinks its claws into a target. The target must make a DC10 Strength saving throw to pull themself from its claws or be grappled.
At 9th Level this spell can be used on a living humanoid the target must be under 50 hit points and make a constitution saving throw at your current spell modifier or become subject to any alterations the caster makes. If the alterations alter their bodily functions so that they are unable to breathe or consume food and water, the target dies and becomes a corpse. In addition the spell can be used to combine two Rat-King Amalgams together with additional corpses to create a Zombie Clot. This Zombie Clot has a telepathic connection to its creator and has the ability to absorb a dead humanoid as an action to heal for half of that enemy’s hit point pool. In order to cast at this level the spell requires another large 500 gp gemstone, five additional corpses and the caster must make a DC 17 Medicine or Arcana check. Failure results in the spell backfiring and all corpses involved being dissolved.
Deathly Stench. Any creature that starts its turn within 10 feet of the zombie must succeed on a DC 14 Constitution saving throw or take 9 (2d8) poison damage and be poisoned until the start of the creature’s next turn.
Undead Fortitude. If damage reduces the zombie 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.
Unusual Nature. The zombie doesn’t require air, food, drink, or sleep.
Multiattack. The zombie makes two Slam attacks.
Slam. Melee Weapon Attack:+8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Flesh Entomb (Recharge 5–6). The zombie flings a detached clump of corpses at a creature it can see within 30 feet of it. The target must succeed on a DC 16 Strength saving throw or take 16 (3d10) bludgeoning damage, and if the target is a Large or smaller creature, it becomes entombed in dead flesh.
A creature entombed in the dead flesh is restrained, has total cover against attacks and other effects outside the dead flesh, and takes 10 (3d6) necrotic damage at the start of each of its turns. The creature can be freed if the dead flesh is destroyed. The dead flesh is a Large object with AC 10, 25 hit points, and immunity to poison and psychic damage.
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