Hydro Amalgam

Water animated when fused with psionic energy by hydrokinesis.

Hydro Amalgam

Small construct

Armor Class 11 + 1 per 2 power points spent (natural armor)
Hit Points 15 + 2 per power point spent
Speed 40 ft. (30 ft. frozen), swim 40 ft. (unfrozen)

16 (+3)14 (+2)15 (+2)2 (-4)10 (+0)4 (-3)

Damage Resistances acid, fire (unfrozen only)
Damage Immunities cold, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses blindsight 60 ft., passive Perception 10
Challenge —           Proficiency Bonus equals your bonus

Wave and Frost. While the amalgam is unfrozen, it pushes a target hit by its Slam attack 5 feet. While the amalgam is frozen, its Slam attack deals an extra 1d8 cold damage.

State Change. If the amalgam is unfrozen and is the target of an effect that deals cold damage, it becomes frozen. If the amalgam is frozen and takes fire damage, it becomes unfrozen.


Slam. Melee Weapon Attack: your power attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + one fourth of the power points you spend on the power (rounded up) bludgeoning damage.