The Amalgam
CREATURE 4 +11; darkvision, scent (imprecise) 30 feet
Common, Elven, Goblin, Orcish
Athletics +15, Intimidation +10
Str +5, Dex +2, Con +4, Int +2, Wis +1, Cha +0
AC 20; Fort +12, Ref +10, Will +9; many minds
HP 65
Many Minds
The Amalgam has many consciousnesses floating inside its mind, and they are not equally affected by mental magic. The Amalgam always treats its saving throws against mental effects as one degree better.
20 feet, climb 10 feet, swim 10 feet
Melee Fist +14 (agile, unarmed), Damage 1d6+5 bludgeoning
Melee Claw +14 (unarmed), Damage 1d8+5 slashing
Melee Jaws +12 (unarmed), Damage 1d10+5 piercing
Melee Tail +12, Damage 1d8+5 bludgeoning plus Trip
Too Many Limbs
The amalgam can make up to four Strikes, one with each of its listed melee attacks, but no more than two at any one target. It takes a -2 penalty to each attack, but the multiple attack penalty does not increase until all the attacks are made.
Trip (attack, skill)
You have at least one hand free. Your target can't be more than one size larger than you
You try to knock a creature to the ground. Attempt an Athletics check against the target's Reflex DC.
Critical Success The target falls and lands Prone and takes 1d6 bludgeoning damage.
Success The target falls and lands prone.
Critical Failure You lose your balance and fall and land prone.
Pathfinder Adventure: The Fall of PlaguestoneOGL