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Amalgamite

Creature 13 (rare) — aberration

Pre-Remaster content. May include legacy alignment.

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

Source: pathfinder-bestiary-3 (Pre-Remaster)

Perception +23
Skills arcana +27, athletics +22, occultism +27
Str
+5
Dex
+6
Con
+4
Int
+8
Wis
+6
Cha
-1
AC 33 Fort +22 Ref +22 Will +26
HP 220
Immunities controlled, mental
Resistances bludgeoning 10, slashing 10
Weaknesses piercing 10
Speed 25 feet

Offense

Melee Limb +24, Damage 3d10+11 bludgeoning
Ranged Warping Ray +27, Damage 3d8+8 force

Abilities

Regeneration 10 (Deactivated by Piercing) — Regeneration
Destabilizing Field (aura) — 40 feet. 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
Reposition (concentrate, occult, teleportation) — The amalgamite teleports into an unoccupied space it can see within 50 feet.
Transpose (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.

Spells

Ethereal Jaunt (rank 7)
Warp Mind (rank 7)
Blink (rank 4)

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