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AmalgamiteCreature 13


RareNEMediumAberration
Source Pathfinder Bestiary 3
Perception +23 (low-light vision)
Languages Aklo, Common, Draconic
Skills Arcana +27, Athletics +22, Lore +27, Occultism +27
Str +5, Dex +6, Con +4, Int +8, Wis +6, Cha -1

AC 33; Fort +22; Reflex +22; Will +26;
HP 220 (Regeneration 10 (deactivated by piercing)
Speed 25 feet
Immunities controlled, mental
Weaknesses Piercing 10
Resistances Bludgeoning 10, Slashing 10

Limb One Action +24 (+19, +14) to hit 3d10+11 Bludgeoning
Warping Ray One Action +27 (+22, +17) to hit (deadly 2d8, magical, range 100) 3d8+8 Force

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Regeneration 10 (Deactivated by Piercing)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Destabilizing Field (aura, conjuration)

40 feet Aura


A creature that begins its turn within the area feels its body begin to stretch and must succeed at a DC 33 fortitude save or become destabilized.

A destabilized creature emits a 10-foot destabilizing field aura and becomes Sickened 1. The destabilization ends when the creature is no longer sickened.

A creature that succeeds at its saving throw against the aura is temporarily immune to all destabilizing fields for 1 minute.

Displace Reaction

Trigger The amalgamite is hit by a Strike.


Effect The amalgamite Repositions itself or Transposes itself with another creature. If the amalgamite successfully changes its location, it and any Transposed creature take half damage from the triggering Strike.

Reposition Two Actions (concentrate, conjuration, occult, teleportation)

The amalgamite teleports into an unoccupied space it can see within 50 feet.

Transpose Two Actions (conjuration, occult, teleportation)

The amalgamite chooses up to two destabilized creatures they can see within 50 feet and swaps their positions, or moves a single such creature to an unoccupied space they can see within range. If the amalgamite chooses two creatures, they can choose their self as one of these creatures, but both targets must be the same size.

An unwilling creature can attempt a DC 33 will save. If either target succeeds at this saving throw, both are unaffected.


Occult Innate Spells (DC 33, +25 to hit)

4th Level: Blink
7th Level: Ethereal Jaunt, Warp Mind


Teleportation magic can prove a difficult undertaking, even for experienced spellcasters. It requires precise calculation and timing, knowledge of the intended destination, and meticulous control over surging conjuration magics. A mistake in even the most minute element of such a spell can lead to disastrous results for those involved. When a particularly powerful spellcaster makes an error of this kind, either through arrogance or simple misjudgment, they might transform into an amalgamite.

A mass of flesh and misaligned limbs, an amalgamite is the warped body of a former spellcaster, sometimes joined with another version of itself to incorporate additional limbs or other irregularities. They're still alive, but they have become aberrants mentally and physically, with only the vaguest memories of their previous existence, which makes them a dangerous and bewildering foe. Their weird, warped anatomy constantly shifts and regrows, allowing the creatures to shrug off physical blows save those that pierce through its flesh and into its core being.

The magical residue of an amalgamite's creation radiates from it, seeping into and destabilizing any living beings that get too close. Infected creatures then further spread the amalgamite's aura among larger groups of allies and foes alike. The amalgamite uses this power to manipulate and confuse their enemies, whom they can teleport into traps, force into confrontations with other enemies, or draw close into striking range with their own odd appendages.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.