Hellknight Amalgamite

Level 13
Creature· aberrationRareMediumRemaster
AC 33
HP 220 (regeneration 10 (deactivated by piercing))
Speed 25 ft.
Fort +22
Ref +22
Will +26
Perc +23
Size Medium
Rare
Immunities controlled, mental
Resistances bludgeoning 10, slashing 10
Weaknesses piercing 10
Spells
Occult Innate Spells (DC 33, attack +25)
Languages aklo, common, draconic
Skills arcana +27, occultism +27, athletics +22
Recall Knowledge occultism DC 36

Attacks

Melee Limb +24/+19/+14
Damage: 3d10+11 bludgeoning
Ranged Warping Ray +27/+22/+17 (range 100 ft.)(deadly-2d8, magical)
Damage: 3d8+8 force

Abilities

Regeneration 10 (Deactivated by Piercing)defensive

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 Fielddefensive(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.

Displacedefensive

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◆◆offensive(concentrate, occult, teleportation)

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

Transpose◆◆offensive(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.