[It has been a while since Iāve done a dedicated block of PF2e monsters. I turn my attention now to Bestiary 3. B3 is my favorite of Pathfinder 2nd Editionās core bestiaries so far, because it has the largest amount of original monsters. Original both in terms ofĀ ānew to the gameā andĀ ānovel conceptā, like the amalgamite here. The idea that teleportation can mess up and turn people into monsters dates back at least to The Fly, but this is one of the few I can recall seeing game statistics for. Plus, itās an aberration, so it can stand alongside my take on The Projected Man with relatively little overlap.]
Teleportation magic is potentially dangerous, and minor mishaps in dimension door and teleport spells are known to cause grievous injuries in those affected by them. If a powerful spellcaster is affected by a teleportation mishap, especially when attempting to cross between planes or planets, they may be transformed into an amalgamite. Amalgamites are twisted in both mind and body, and only remember vague outlines of their former lives. They are incredibly intelligent, but use that brilliance to accumulate more knowledge and treasure for themselves, or to torment and kill creatures they come across.
Amalgamites destabilize reality around them, creating zones where space warps and shifts slightly. Creatures affected by this warp are themselves capable of spreading the affliction, although such calamities are typically limited to a few minutes at a time. Still, this allows the amalgamite phenomenal battlefield control, as they can teleport themselves and anyone afflicted by their aura at will. Enemies are swapped with the amalgamiteās allies, dropped into traps, or switched with the amalgamite itself to absorb blows intended to injure the aberration.
Amalgamites are strangely social, in their own weird way. They tend to associate with other aberrations, undead creatures, and the cults of the Elder Gods. Some amalgamites lead these associations, but most are content to play a backseat role as a sage and power behind the throne, rather than as a charismatic leader. An amalgamite has the lifespan of whatever kind of creature it was before becoming irreversibly glitchedāa formerly human amalgamite might live for a few decades, whereas a former elf might live for centuries.
Amalgamite Ā Ā Ā CR 13
XP 25,600
NE Medium aberration
Init +6; Senses darkvision 60 ft., low-light vision, Perception +30
Aura destabilizing field (40 ft., Fort DC 24)
Defense
AC 26, touch 20, flat-footed 20 (+6 Dex, +4 deflection, +6 natural)
hp 170 (20d8+80); regeneration 5 (piercing)
Fort +12, Ref +14, Will +19
DR 10/magic and piercing; Immune mind influencing effects
Defensive Abilities deflective screen, displace; Weakness dimensional instability
Offense
Speed 30 ft., reposition
Melee 2 slams +20 (1d10+5)
Ranged warp bolt +21 touch (3d8+8 force)
Special Attacks transpose
Spell-like Abilities CL 13th, concentration +12 (+16 casting defensively)
3/dayāblink
1/dayāethereal jaunt, greater teleport, insanity (DC 16)
Statistics
Str 21, Dex 23, Con 19, Int 26, Wis 24, Cha 8
Base Atk +15; CMB +20; CMD 40
Feats Combat Casting, Critical Focus, Fatiguing Critical, Great Fortitude, Improved Critical (warp ray), Improved Vital Strike, Lightning Reflexes, Point Blank Shot, Precise Shot, Vital Strike
Skills Acrobatics +29, Climb +28, Escape Artist +29, Intimidate +22, Knowledge (arcana) +31, Knowledge (dungeoneering, local, planes) +28, Perception +30, Spellcraft +31, Stealth +29, Swim +28
Languages Aklo, Common, DraconicEcology
Environment any land or underground
Organization solitary or enclave (2-6)
Treasure standard
Special Abilities
Deflective Screen (Su) An amalgamite gains a deflection bonus to its AC and CMD equal to its Constitution modifier.
Dimensional Instability (Ex) An amalgamite is sickened whenever it is affected by a dimensional anchor spell, in the area of a dimensional lock, or otherwise subject to a spell or effect that prevents teleportation.
Displace (Su) As an immediate action when it would be struck by a melee or ranged attack, an amalgamite can either teleport up to 50 feet, or swap places with another creature within 50 feet, as per the transpose special attack. An unwilling creature can resist this teleportation with a successful DC 24 Will save. If it transports merely itself, it takes half damage from the attack. If it successfully switches places with another creature, both it and the creature it switched with take half damage. An amalgamite can use this ability a number of times per day equal to its Wisdom modifier (7/day). The save DC is Constitution based.
Destabilizing Field (Su) All creatures within 40 feet of an amalgamite must succeed a DC 24 Fortitude save or their forms begin to warp. Creatures so destabilized are sickened for as long as they remain in the aura, and for 1 minute thereafter. It also radiates its own destabilizing aura for the duration it remains sickened, although this secondary aura only has a 10 foot radius. A creature that succeeds its save is immune to the destabilizing field of that amalgamite, and destabilizing fields created by that amalgamite, for the next 24 hours. Amalgamites are immune to the destabilizing field of themselves and of other amalgamites. This is a teleportation effect, and the save DC is Constitution based.
Reposition (Su) An amalgamite can teleport up to 50 feet as a move action.
Transpose (Su) As a standard action, an amalgamite can teleport a single creature, or swap the positions of two creatures, that are sickened by its destabilizing aura. The destination must be a space that the amalgamite can see, and if two creatures are teleported, both of these creatures must be within 50 feet of each other. An unwilling creature can resist this effect with a successful DC 24 Fortitude save; both creatures must be willing, or both fail their saving throw, in order for a swap to occur. This is a teleportation effect, and the save DC is Constitution based.
Warp Bolt (Su) As a standard action, an amalgamite can fire a bolt of force. Treat this as a ranged touch attack with a range of 100 feet and no range increment. A creature struck takes 3d8 points of force damage plus the amalgamiteās Intelligence modifier.