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Hellknight AmalgamiteCreature 13


RareMediumAberration
Source Pathfinder Adventure Path: Hell's Destiny
Perception +23 (low light vision)
Languages Aklo, Common, Draconic
Skills Lore +27, Arcana +27, Athletics +22, Occultism +27
Str +5, Dex +6, Con +4, Int +8, Wis +6, Cha +0

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) 3d8+8 Force

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 Reaction

Trigger The amalgamite is hit by a Strike


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

Reposition Two Actions (concentrate, occult, teleportation)

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

Transpose Two Actions (occult, teleportation)

The amalgamite chooses up to two destabilized creatures it can see within 50 feet and swaps their positions, or moves one such creature to an unoccupied space it can see within range. If the amalgamite chooses two creatures, it can choose itself as a target, 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: Flicker
7th Level: Warp Mind



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.

Aberration

Aberrations are creatures from beyond the planes or corruptions of the natural order.