
Distant Scholar |

I've been playing around with the amalgam template from Advanced Bestiary, trying to get used to how it works, and I came up with a few creatures. Feel free to check to see if I used the template correctly, if the stats look good (especially CR), and how you might tweak them.
Also, feel free to post your own amalgams!
Note: I can't guarantee all the numbers add up correctly. In particular, I probably messed up CMB and CMD, and I may have forgotten to add in class skill bonuses on some of the creatures. I also didn't reiterate special ability wordings, unless the special ability changed significantly.

Distant Scholar |

Amalgam #1:
First, I thought I would start out simple, and merge two animals together. I'll pick two differently-sized animals, two animals no one in their right mind would ever merge together: a bear and an owl. I give you:
BEAROWL (amalgam grizzly bear/owl familiar)
CR 4
N Large animal
Init +1; Senses low-light vision, scent; Perception +9
DEFENSE
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 42 (5d8+20)
Fort +8, Ref +5, Will +2
OFFENSE
Speed 40 ft., fly 60 ft. (average)
Melee 2 claws +8 (1d6+3 plus grab), bite +8 (1d8+5), 2 talons +8 (1d6+5)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 21, Dex 12, Con 18, Int 2, Wis 13, Cha 6
Base Atk +3; CMB +8; CMD 16 (20 vs. trip)
Feats Endurance, Run, Skill Focus (Survival)
Skills Fly +5, Perception +9, Stealth +8, Survival +8, Swim +13
This monster appears as a bear, with the hind legs and wings of an owl, and owl-like features on its head.
This creature turned out similarly to a griffon, or an owlbear.
Note that the bearowl is an animal, and not a magical beast. It has both claws and talons, but one should probably have it attack with claws on the ground, and talons in the air. Only rarely should both be used in a full attack.

Distant Scholar |

Amalgam #2:
I wanted to merge two humanoids together this time, with a few special abilities.
TROME (amalgam troll/gnome)
CR 5
CN Large humanoid (giant, gnome)
Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +10
DEFENSE
AC 12, touch 9, flat-footed 12 (+3 natural, -1 size)
hp 57 (6d8+30); regeneration 5 (acid or fire)
Fort +10, Ref +1, Will +4
OFFENSE
Speed 30 ft.
Melee bite +8 (1d8+6), 2 claws +8 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+7)
STATISTICS
Str 20, Dex 10, Con 20, Int 8, Wis 10, Cha 9
Base Atk +4; CMB +10; CMD 20
Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
Skills Intimidate +10, Perception +10; Racial Modifiers +2 Perception, +2 Craft or Profession of choice
Languages Common, Giant, Gnome, Sylvan
SQ defensive training, gnome magic, hatred, illusion resistance, keen senses, obsessive, weapon familiarity
This 14-foot-tall humanoid is strong and has sharp claws, but it not quite as ugly as its troll cousins. They tend to have widely varying and colorful skin tones, hair colors, and eye colors.
I didn't include the gnome's spell-like abilities, both for simplicity and because the default creature has a Charisma of 9. I think that defensive training and hatred could be dropped without much loss; I kept them in because that's what the template said.
Changing size seems to drop Dex, and thus AC, by a lot. Adding a suit of hide armor might bring its AC up to a more expected value for its CR.
Beware the trome illusionists!

Distant Scholar |
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Amalgam #3:
And now for something completely predictable.
ALICORN (amalgam unicorn/pegasus)
CR 3
CG Large magical beast
Init +3; Senses darkvision 60 ft., detect evil, detect good, low-light vision, scent; Perception +11
Aura magic circle against evil
DEFENSE
AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, -1 size; +2 deflection vs. evil)
hp 34 (4d10+12)
Fort +7, Ref +7, Will +4; +2 resistance vs. evil
Immune charm, compulsion, poison
OFFENSE
Speed 60 ft., fly 120 ft. (average)
Melee gore +7 (1d8+4), 2 hooves +5 (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+8)
Spell-Like Abilities (CL 9th)
Constant---detect evil (60-ft. radius), detect good (60-ft. radius)
At will---light
3/day---cure light wounds
1/day---cure moderate wounds, greater teleport (within its forest territory), neutralize poison
STATISTICS
Str 18, Dex 16, Con 16, Int 10, Wis 17, Cha 18
Base Atk +4; CMB +9; CMD 22 (26 vs. trip)
Feats Flyby Attack, Multiattack
Skills Acrobatics +8, Fly +7, Perception +11, Sense Motive +7, Stealth +12, Survival +7 (+10 in forest); Racial Modifiers +3 Survival in forests, +4 Perception, +4 Stealth
Languages Common, Sylvan
SQ magical strike, wild empathy +14
This looks like a unicorn with wings, and not a pegasus with a horn. There are subtle cosmetic differences.
The alicorn should technically have a bite, I think, but it'd be relatively weak (1d3 base damage), and I have trouble picturing it using a gore and a bite in the same full attack, so I left it out.

Distant Scholar |

Amalgam #4:
The previous creatures have ended up as "the bigger creature, with a few added goodies". These next two are a bit trickier to resolve; they involve stranger monster types and more special abilities.
I'm also bad at naming things, so these monster names are more descriptions than names.
ABYSSAL HORROR (amalgam hezrou/aboleth)
CR 10
CE Huge outsider (aquatic, chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +20
Aura mucus cloud (5 ft.) in water, stench (10 rounds) in air
DEFENSE
AC 23, touch 8, flat-footed 23 (+15 natural, -2 size)
hp 135 (10d10+80)
Fort +15, Ref +3, Will +9
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 22
OFFENSE
Speed 30 ft., swim 60 ft.
Melee bite +16 (4d6+8 plus grab), 2 claws +16 (2d6+8 plus grab), 4 tentacles +17 (1d8+8 plus slime)
Space 15 ft.; Reach 15 ft.
Special Attacks nausea
Spell-Like Abilities (CL 16th)
At will---chaos hammer, greater teleport (self plus 50 lbs. of objects only), hypnotic pattern, illusory wall, mirage arcana, persistent image, programmed image, projected image, unholy blight, veil
3/day---dominate monster, gaseous form
1/day---blasphemy, summon (as hezrou)
STATISTICS
Str 27, Dex 10, Con 27, Int 14, Wis 14, Cha 17
Base Atk +10; CMB +19 (+23 grapple); CMD 29
Feats Cleave, Great Cleave, Improved Initiative, Power Attack, Weapon Focus (tentacle)
Skills Bluff +13, Climb +13, Escape Artist +5, Intimidate +13, Knowledge (arcana) +13, Perception +20, Spellcraft +12, Stealth +2, Swim +18
Languages Aboleth, Abyssal, Aklo, Aquan, Celestial, Draconic, Undercommon; telepathy 100 ft.
SQ amphibious
A huge, vaguely humanoid shape with twisted frog-like features and four grasping tentacles, it corrupts its surroundings even more quickly and thoroughly than its hezrou cousins.
This one has lots of SLAs. The stats seem to end up at about CR 10, but the combo of projected image and chaos hammer/unholy blight might bump it up to 11. Of course, "amphibious aboleth" should probably scare anyone with half an imagination.
I didn't recalculate save DCs. I can do that if I ever use it. :-)

Distant Scholar |

Amalgam #5:
This one's my favorite, and it's probably the most flavorful and creative. I even tried to come up with a name for it, although it's probably something obscene in Nahuatl.
CUAHUMATQUE (FOREST GUARDIAN) (amalgam couatl/treant)
CR 9
NG Huge plant
Init +4; Senses darkvision 60 ft., detect chaos/evil/good/law, low-light vision; Perception +13
DEFENSE
AC 21, touch 8, flat-footed 21 (+13 natural, -2 size)
hp 126 (12d8+72)
Fort +14, Ref +6, Will +9
Immune plant traits; DR 10/slashing
Weaknesses vulnerability to fire
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee bite +16 (2d6+9 plus grab and poison), 2 slams +16 (2d6+9)
Ranged rock +7 (2d6+13)
Space 15 ft.; Reach 15 ft.
Special Attacks rock throwing (180 ft.), constrict (2d6+13)
Spell-Like Abilities (CL 9th)
Constant---detect chaos, detect evil, detect good, detect law
At will---detect thoughts, ethereal jaunt, invisibility, plane shift
Spells Known (CL 9th)
4th (4/day)---charm monster, freedom of movement
3rd (6/day)---gaseous form, magic circle against evil, cure moderate wounds
2nd (7/day)---eagle's splendor, scorching ray, summon nature's ally II, wood shape
1st (7/day)---endure elements, mage armor, obscuring mist, protection from evil, true strike
0 (at will)---daze, disrupt undead, light, ray of frost, read magic, resistance, stabilize
STATISTICS
Str 28, Dex 11, Con 22, Int 14, Wis 17, Cha 15
Base Atk +9; CMB +20; CMD 30 (cannot be tripped)
Feats Empower Spell, Eschew Materials, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes
[b]Skills Acrobatics +5, Diplomacy +13, Fly +5, Intimidate +7, Knowledge (nature) + 12, Perception +13, Sense Motive +8, Stealth +2 (+18 in forests); Racial Modifiers +16 Stealth in forests
Languages Celestial, Common, Draconic, Sylvan, Treant; telepathy 100 ft.
SQ animate trees, double damage against objects, tree speech
SPECIAL ABILITIES
Spells A forest guardian casts spells as a 9th-level sorcerer, and can cast spells from the druid list as well as those normally available to a sorcerer. Druid spells are considered arcane spells for a forest guardian, menaing that the creature does not need a divine focus to cast them.
When viewed plainly, this creature looks like a huge winged serpent with arms that has been carved from wood, although usually its arms and wings are held close to its body. It then resembles a tree branch or large vine.
The name doesn't mean forest guardian; it's a weird amalgamation of tree ("cuahuitl"?) and wise man ("tlamatque"?).
I removed the trample ability because, well, it didn't make sense to me when the creature didn't have any legs. The transition from outsider to plant made it lose a lot of skills. It made more sense to me for this creature to have access to druid spells, rather than cleric spells. I kept the Improved Sunder feat chain because of the double damage against objects special quality. And, as before, I didn't recalculate save DCs.