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Intellect Assemblage

Creature 19 (rare) — construct

Pre-Remaster content. May include legacy alignment.

CrasherWeaverLANDconstruct

Intellect assemblages are artificial constructs created from the memories of others. These memories are solidified into jagged shards similar in appearance to shattered glass and fused together in vaguely humanoid-shaped clusters to create the assemblage's body. The resulting construct is incredibly intelligent but completely devoid of emotion, possessing the thoughts and memories of a multitude but no personal connection to any of them. Analytical and meticulous, intellect assemblages view the

Source: blood-lords-bestiary (Pre-Remaster)

Perception +29; thoughtsense (imprecise) 100 feet
Languages common; telepathy 100 feet; tongues
Skills athletics +37, Bardic Lore +33, occultism +33
Str
+10
Dex
+5
Con
+6
Int
+5
Wis
+3
Cha
-3
AC 43 Fort +35 Ref +32 Will +29
HP 355
Immunities emotion, fear-effects
Speed 40 feet

Offense

Melee Fist (magical, unarmed) +36, Damage 3d8+18 piercing plus 2d8 mental plus Invasive Thoughts
Ranged Memory Shard (magical) +31, range increment 60 feet, Damage 2d8+13 piercing plus 2d8 mental plus Invasive Thoughts

Abilities

Telepathy 100 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Bardic Lore — Intellect assemblages are created from the thoughts and memories of hundreds of individuals, providing them a near limitless collection of data to pull from. Intellect assemblages have access to Bardic Lore, a special Lore skill allowing them to Recall Knowledge on any topic.
Thoughtsense 100 feet (mental, occult) — Thoughtsense allows a monster to sense all non-mindless creatures at the listed range.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Fascinating Facets (aura, illusion, mental, visual) — 20 feet. The thought shards composing the intellect assemblage's body reflect countless memories, thoughts, and dreams. A creature that starts its turn in the aura must succeed at a DC 38 Will save or become Fascinated with the intellect assemblage for 1 round. An intellect assemblage can suppress or activate this aura as a single action with the concentrate trait.
Meticulous — An intellect assemblage is analytical. Whenever they fail a saving throw against a mental spell or effect, the intellect assemblage is Slowed 1 for 1d4 rounds as they sift through the new information.
Invasive Thoughts (mental, occult) — When the intellect assemblage gets a critical hit with a fist or memory shard Strike, the target is also Confused for 1d4 rounds, as the memories stored in the assemblage's thought shards overwhelm the target's psyche.
Occult Innate Spells DC 41, attack +33
5th Tongues (Constant)
3rd Oneiric Mire
2nd Blur
1st Illusory Disguise (At Will)
Cantrips (5th) Ghost Sound, Telekinetic Projectile

WORKS WELL WITH

AnvilLANDAn anvil holds enemies inside the Fascinating Facets aura while the assemblage piles on mental damage, resolving the positioning tension between control area and damage delivery.
MenderLANDA mender covers the construct's lack of self-recovery and supports it through the Meticulous slow on failed mental saves, covering the priority tension between tactical vulnerability and sustained output.
FlankerLANDA flanker provides flat-footed conditions that raise the assemblage's crit rate, maximizing the Invasive Thoughts confusion trigger through coordinated positioning.

PUNISHES

✖ low Will✖ clumping✖ stealth
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 #186: Ghost King's Rage.

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