Harvey Wright's Writing Site

Adventures, quests, and homebrew content for TTRPGs.

Deep-Folk Piscine Amalgamation

Statblock

Deep-Folk Piscine Amalgamation

Huge Aberration, chaotic evil



STR DEX CON INT WIS CHA
18 (+4) 4 (-3) 22 (+6) 6 (-2) 16 (+3) 14 (+2)


Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.

Villainous Resistance (1/Day). If the piscine amalgamation fails a saving throw, it can choose to succeed instead but can’t take a villain action at the end of that turn.

Reeking Aura. The stench of rotting fish and polluted water follow the piscine amalgamation in a 10-foot radius aura. If another creature enters the aura or begins its turn there, it must succeed on a DC 18 Constitution saving throw or be poisoned until it ends its turn in a space outside of the reeking aura. A creature poisoned in this way loses concentration on any spells or abilities it is concentrating on and cannot use spells or abilities that require concentration.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.

Bonus Actions

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Swipe. The piscine amalgamation sweeps a tentacle across a 15-foot cone. Each creature in the area must succeed on a DC 18 Dexterity saving throw or be grappled by the piscine amalgamation (escape DC 18) or knocked prone (the piscine amalgamation’s choice).

Reactions

Please Sit Back Down. When a creature within 5 feet of the piscine amalgamation stands up from prone, the piscine amalgamation can make one slam attack against them.

Villain Actions

Once per round, the piscine amalgamation can take one villain action at the end of another creature’s turn based on the round. After the final villain action has been used, the piscine amalgamation can take one villain action of its choice at the end of another creature’s turn, once per round. It cannot use the same villain action twice in a row.

Round 1: Flailing Charge. The piscine amalgamation moves up to its speed in a straight line. After every 5 feet of movement, it can make one slam attack with disadvantage if there is a target in range.

Round 2: Slurry Belch. The piscine amalgamation vomits up a stream of soupy black bile and dead fish onto a creature within 15 of it that is either grappled or prone. The target must succeed on a DC 18 Dexterity saving throw or be poisoned until they spend at least 1 hour cleaning themselves and their equipment.

Round 3: Devour. A fissure in the piscine amalgamation’s body opens to reveal a hungrily pulsing cavity lined with razor-sharp teeth. The piscine amalgamation makes one bite attacks against a creature it has grappled. On a hit, the attack is automatically a critical hit and the piscine amalgamation regains a number of hit points equal to the damage dealt.
If the piscine amalgamation has no creature grappled, it can use its swipe once instead.

Full info >>>