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Fenton's Faithful

Creature 13 (rare) — aberration

WeaverLANDaberration

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: curtain-call-bestiary

Perception +23; low-light-vision
Languages aklo, common, draconic
Skills arcana +27, athletics +22, Lore (Any One Subcategory) +27, occultism +27
Str
+5
Dex
+6
Con
+4
Int
+8
Wis
+6
Cha
-1
AC 33 Fort +22 Ref +22 Will +26
HP 220 (Regeneration 10 (deactivated by piercing))
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 (deadly-2d8, magical) +27, range 100 feet, Damage 3d8+8 force

Abilities

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) — 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.
Occult Innate Spells DC 33, attack +25
7th Warp Mind
4th Flicker, Vision of Death (Causes Those Who are Affected to Believe They're Being Turned Inside Out)

WORKS WELL WITH

CrasherLANDReposition and transpose feed destabilized enemies directly into a Crasher's reach for immediate high-damage follow-up.
SniperLANDTranspose can line up creatures for a Sniper's area or line attacks while simultaneously pulling allies out of danger.
FlankerLANDDestabilized enemies violently repositioned by transpose become effortless off-guard targets for a Flanker's precision strikes.

PUNISHES

✖ clumping✖ static positioning✖ mental effects
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #205: Singer, Stalker, Skinsaw Man.

This stat block is Remaster content, used under the ORC License. Reserved Material and Product Identity remain the property of Paizo Inc.

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