An amalgam is two different monsters brought together into one being by either magic or selective breeding. The amalgam template can be used to create a new race to replace a standard one, or new creatures resulting from a crossbreeding experiment, or a series of monsters influenced by a god or demon, or even a unique creature created by a magical accident.
“Amalgam creature” is an acquired or inherited template (your choice) that combines two creatures (referred to hereafter as base creatures). An amalgam uses all the statistics and special abilities of the two base creatures except as noted here.
Challenge Rating: Compare the amalgam to both base creatures and select a challenge rating based on theirs. Then compare the amalgam to creatures with Challenge Ratings up to 3 higher to determine whether the CR you have assigned is reasonable.
Alignment: The amalgam’s alignment includes elements of both base creatures’ alignments. For example, an amalgam created from a chaotic neutral and a lawful evil base creature could be chaotic evil or lawful neutral, at your option.
Size and Type: The amalgams size is the same as the larger of the two base creatures. Find the amalgam’s new type by cross-referencing the two base creatures’ existing types on Table: Size & Type. The new creature retains any existing subtypes of the base creatures unless those subtypes directly conflict (fire and cold, for example). In case of such a conflict, the creature loses both subtypes.
Body Form: The amalgam has the general body form of whichever base creature has a higher character level (racial and class Hit Dice). In case of a tie, the DM may choose which base creature’s form the amalgam has. Limbs: The amalgam has the same kinds of limbs and attacking appendages as both base creatures do. If both base creatures have a particular kind of limb, the amalgam has the same number of such limbs as does the base creature with the higher character level or Hit Dice. If both base creatures have the same character level or Hit Dice, the amalgam has the greater number of limbs. The amalgam can attack with any appendage that either base creature can, even if the other base creature has no attack with that limb. All limbs are sized appropriately for the amalgam. For example, a Huge monstrous scorpion combined with a stirge has the general body form, legs, claws, and tail of the scorpion, plus stirge-like wings and a stirge’s proboscis—both sized to fit its new body. A hill giant combined with a heavy warhorse has the body form, legs, and arms of a hill giant, plus a horse-like face and hoof-like feet to deliver the warhorse’s hoof and bite attacks.
Appearance: The amalgam looks like a combination of both base creatures, even if its features do not retain the same functions. The GM may freely assign any appropriate physical characteristics to the creature within those parameters.
Hit Dice: The amalgam has the same number of racial Hit Dice as the base creature with the greatest number of racial HD. If the two base creatures have the same number of racial HD, the amalgam also has that number. Hit Dice gained through class levels do not count for this purpose. The amalgam’s racial Hit Dice are of a size appropriate to its new type, as given on the following table.
|Type||Hit Die Type|
* Constructs receive bonus hit points based on size. Constructs do not have Constitution scores, so they do not gain bonus hit points for each HD based on high Constitution.
** Undead do not have Constitution scores. Undead receive bonus hit points based on Charisma instead of Constitution.
Speed: The amalgam possesses the speeds and movement modes of both base creatures. If both have a particular mode of movement, the amalgam’s speed for that mode is the higher of the two. If both base creatures have fly speeds, the amalgam has the better maneuverability rating. For example, combining a centaur and a cloaker, the resulting amalgam would have the land speed of the centaur (50 ft.) and the fly speed of the cloaker (40 ft. with average maneuverability).
Armor Class: If the base creatures are the same size, simply average their natural armor bonuses and round down to determine the natural armor bonus of the amalgam. (A creature with no natural armor bonus has an effective natural armor bonus of +0.) Otherwise, adjust the natural armor bonus of the smaller creature according to the following table before averaging. Apply the modifiers stepwise to account for the size difference between the smaller base creature and the amalgam.
|Size Change||Natural Armor Bonus Increase for Averaging|
|Fine to Diminutive||+0|
|Diminutive to Tiny||+0|
|Tiny to Small||+0|
|Small to Medium||+0|
|Medium to Large||+2|
|Large to Huge||+3|
|Huge to Gargantuan||+4|
|Gargantuan to Colossal||+5|
For example, if the amalgam is Huge and the smaller of the two base creatures is Small, you would add +0 (for Small to Medium), +2 (for Medium to Large), and +3 (for Large to Huge), for a total of +5, to the smaller creature’s natural armor bonus before averaging it with that of the larger creature. The amalgam’s size also determines its size modifier to AC, as normal.
Base Attack Bonus: Recalculate the amalgam’s base attack bonus for its racial Hit Dice based on its creature type and number of racial HD, according to the following table. Add to this value the base attack bonus for any class Hit Dice it has.
|Base Attack Bonus||Creature Type|
|HD x 3/4 (as cleric)||Aberration, Animal, Humanoid, Ooze, Plant, Vermin|
|HD (as fighter)||Construct, Dragon, Magical Beast, Monstrous Humanoid, Outsider, Undead|
|HD x 1/2 (as wizard)||Fey|
|Size||Size Modifier for CMB/CMD Checks|
Attack: The amalgam retains all the attacks of the base creature with the greater racial hit dice. It also gains any attacks the other base creature has that are associated with limbs it gained from that creature, and it retains the weapon and armor proficiencies of both base creatures. Weapon attacks are always primary attacks, and natural attacks gained from the creature with fewer racial HD are always secondary attacks. Natural attacks gained from the base creature with more racial hit dice are either primary or secondary, as they were for that creature. If the base creatures have the same number of racial HD, the amalgam gains all the attacks of both, subject to the number of appropriate limbs it actually has. The GM chooses one kind of natural attack to be the primary one if more than one option exists. For example, a naga combined with a goblin would possess the goblin's arms, so it could wield weapons and make attacks with those limbs. The standard size modifier applies to the amalgam’s attack rolls, according to the following table.
|Size||Size Modifier for Attacks|
Damage: If the base creatures are both the same size as the amalgam, the base damage for its attacks remains the same as it was for the base creatures. Otherwise, keep the damage for the larger base creature’s attacks the same and adjust the base damage for each of the smaller creature’s attacks according to the following table. Scale the damage once for each size category of difference between the smaller base creature and the amalgam. Ability score damage or drain and energy damage also scale up in the same manner, but negative levels bestowed via attacks do not increase.
|Old Damage||New Damage|
For example, if the amalgam is Huge and the smaller of the two base creatures is Small, an attack from the smaller one that originally dealt 1d4 points of damage would scale up three times. Thus, 1d4 becomes 1d6 (for Small to Medium), 1d6 becomes 1d8 (for Medium to Large), and 1d8 becomes 2d6 (for Large to Huge).
Space/Reach: The amalgam has a space and reach appropriate for its size, as given in the following table. If the reach for a natural attack that the amalgam receives from one of the base creatures is greater than indicated for its size in the chart below, extend the reach of that attack by the same amount that it is extended from the original creature. For instance, an amalgam formed from a choker and an ogre mage would possess tentacle attacks with a reach of 15 feet.
|Size||Space/Reach (Tall)||Space/Reach (Long)|
|Fine||1/2 ft./0 ft.||—|
|Diminutive||1 ft./0 ft.||—|
|Tiny||2 1/2 ft./0 ft.||—|
|Small||5 ft./5 ft.||—|
|Medium||5 ft./5 ft.||5 ft./5 ft.|
|Large||10 ft./10 ft.||10 ft./5 ft.|
|Huge||15 ft./15 ft.||15 ft./10 ft.|
|Gargantuan||20 ft./20 ft.||20 ft./15 ft.|
|Colossal||30 ft./30 ft.||30 ft./20 ft.|
Special Attacks: An amalgam retains all the special attacks of both base creatures that do not depend on a limb or body form the amalgam does not possess. If two special attacks are similar, the amalgam has the better of the two. For example, if both base creatures deals extra fire damage with their melee attacks, but one deals +1 point and the other deals +1d6 points, the amalgam deals +1d6 points of fire damage with each of its melee attacks. Recalculate the save DCs for all special attacks based on the amalgam creature’s racial HD or character level, as applicable, and its ability scores. Now evaluate your monster’s special attacks, realizing it may get to use only two or three of them in a single combat. If it seems as if your amalgam has too many special attacks, pare them down until you are satisfied.
Special Qualities: An amalgam retains all the special qualities of both base creatures that do not depend on a limb or body form that the amalgam does not possess. If two special qualities are similar, the amalgam has the better of the two. For example, if one base creature has fire resistance 20 and the other has fire immunity, the amalgam has fire immunity.
Saves: The amalgam’s base saves depend on its type, as given on the following table. Any saves not noted as good for a particular type are poor. Add to each of these values the corresponding base save bonuses for any class hit dice the amalgam has.
|Creature Type||Good Saves|
|Animal||Fortitude and Reflex|
|Dragon||Fortitude, Reflex, Will|
|Fey||Reflex and Will|
|Humanoid||Varies (Any One)|
|Magical Beast||Fortitude, Reflex|
|Monstrous Humanoid||Reflex, Will|
|Outsider||Varies (Any Two)|
Abilities: For each mental ability score, take the average for the two base creatures, rounding down if the result is 10 or higher or up if it is below 10. If the base creatures are the same size, follow the same procedure for each physical ability score. Otherwise, adjust the ability score of the smaller creature according to the following table before averaging. Apply the modifiers stepwise to account for the size difference between the smaller base creature and the amalgam.
|Fine to Diminutive||+0||–2 (minimum 1)||+0|
|Diminutive to Tiny||+2||–2 (minimum 1)||+0|
|Tiny to Small||+4||–2 (minimum 1)||+0|
|Small to Medium||+4||–2 (minimum 1)||+2|
|Medium to Large||+8||–2 (minimum 1)||+4|
|Large to Huge||+8||–2 (minimum 1)||+4|
|Huge to Gargantuan||+8||+0||+4|
|Gargantuan to Colossal||+8||+0||+4|
Skills: The amalgam retains the racial skill bonuses described in the Skills section of the creature descriptions for both base creatures, but it loses all skill ranks the base creatures possessed. Recalculate skill points for the amalgam’s racial Hit Dice according to its type, as given on the following table, then purchase its skills afresh, treating both base creatures’ skills as class skills and all others as cross-class skills. The amalgam retains any skill points gained from class levels.
|Aberration||(4 + Int modifier, minimum 1)|
|Animal||(2 + Int modifier, minimum 1)|
|Construct||(2 + Int modifier, minimum 1)|
|Dragon||(6 + Int modifier, minimum 1)|
|Fey||(6 + Int modifier, minimum 1)|
|Humanoid||(2 + Int modifier, minimum 1)|
|Magical beast||(2 + Int modifier, minimum 1)|
|Monstrous humanoid||(4 + Int modifier, minimum 1)|
|Ooze||(2 + Int modifier, minimum 1)|
|Outsider||(6 + Int modifier, minimum 1)|
|Plant||(2 + Int modifier, minimum 1)|
|Undead||(4 + Int modifier, minimum 1)|
|Vermin||(2 + Int modifier, minimum 1)|
Languages: If the amalgam can speak, it speaks a number of languages appropriate for its Intelligence score, chosen from the languages the base creatures speak.
Feats: The amalgam retains any bonus feats of the base creatures, but it loses all other feats that the base creatures had. Recalculate the number of feat slots the amalgam has based on its character level (racial and class HD) and assign feats as desired, giving preference to the feats that the base creatures possessed. Th e amalgam must still meet any prerequisites for feats chosen to fill vacant feat slots.
Environment: The amalgam can exist in any environment that either base creature could.
Organization: An amalgam is often a wholly new and strange being, so you can assign whatever organization you wish. A typical amalgam, however, is organized in the same manner as one of its base creatures.
Treasure: Standard if both base creatures have standard treasure, or as the base creature with the most treasure, if both have poorer than standard, or as the base creature with the least treasure if they both have better than standard.