
Avoron |
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Have you ever looked at two Pathfinder creatures and thought "why not both"?
A while back, I stumbled across the amalgam creature template and used it to create an adamantine tarrasque. Basically, the template uses a fairly interesting process to combine two types of creature into one. This seems to me like it could open up loads of fun possibilities, and I was wondering if anyone would have any suggestions for potential combinations. It's a third-party template, but the basic question applies to Pathfinder in general: what sorts of creatures would you like to see combined?

Avoron |
Nice! Here's my take on a deadfall scorpion // drider.
NE Huge aberration
Init +6; Senses darkvision 120 ft., detect good, detect magic, tremorsense 60 ft.; Perception +19
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Defense
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AC 21, touch 10, flat-footed 19 (+2 Dex, +11 natural, -2 size)
hp 95 (10d8+50)
Fort +12, Ref +5, Will +5
Immune sleep; SR 18
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Offense
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Speed 40 ft., climb 20 ft.
Melee mwk longspear +12/+7 (2d6+10), bite +10 (1d6+3 plus drider poison), 2 claws +10 (1d8+3 plus grab), sting +10 (1d8+3 plus deadfall scorpion poison)
Ranged mwk composite longbow +7/+2 (2d6+7/×3)
Space 15 ft.; Reach 15 ft. (30 ft. with longspear)
Special Attacks constrict (1d8+7), sudden strike, web (+7, DC 19, hp 10)
Spell-Like Abilities (CL 9th)
Constant—detect good, detect magic
At will—dancing lights, darkness, faerie fire
1/day—clairaudience/clairvoyance, deeper darkness, dispel magic, levitate, suggestion (DC 12)
Spells Prepared (CL 6th)
3rd—displacement, fly
2nd—bull's strength, invisibility, mirror image, web (DC 15)
1st—mage armor, magic missile, obscuring mist, true strike
0—acid splash, ghost sound, mage hand, read magic
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Statistics
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Str 25, Dex 14, Con 21, Int 15, Wis 15, Cha 9
Base Atk +7; CMB +16; CMD 28 (40 vs. trip)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Multiattack, Power Attack, Skill Focus (Stealth)
Skills Climb +28, Intimidate +12, Knowledge (arcana) +15, Perception +19, Spellcraft +15, Stealth +25 (+33 in forests); Racial Modifiers +4 Perception, +12 Stealth (+20 in forests)
Languages Common, Elven, Undercommon
SQ undersized weapons
Keep them coming!

Avoron |
Several great suggestions. Lich + solar hints at a very interesting backstory, and carnivorous crystal + stone golem is pure gold.
Speaking of gold, allow me to introduce The Golden, the paragon of angelic and draconic power, full of heavenly fire and divine wrath and way, way too many spell slots.
LG Colossal outsider (angel, extraplanar, fire, good)
Init +5; Senses detect evil, detect snares and pits, dragon senses, true seeing; Perception +41
Aura fire (10 ft., 2d6 fire), frightful presence (360 ft., DC 32), protective aura
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Defense
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AC 52, touch 3, flat-footed 51 (+14 armor, +1 Dex, +35 natural, -8 size; +4 deflection vs. evil)
hp 525 (30d10+360); regeneration 15 (evil artifacts, effects, and spells)
Fort +29, Ref +13, Will +27; +4 vs. poison, +4 resistance vs. evil
DR 20/epic and evil; Immune acid, fire, petrification; Resist electricity 10; SR 34
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Offense
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Speed 40 ft., fly 300 ft. (good), swim 60 ft.
Melee +5 dancing greatsword +45/+40/+35/+30 (8d6+30/17-20), bite +38 (4d8+35/19-20), 2 claws +38 (4d6+8/19-20), tail slap +38 (4d6+25/19-20), 2 wings +38 (2d8+8/19-20)
or bite +40 (4d8+25/19-20), 2 claws +40 (4d6+17/19-20), slam +40 (6d8+17), tail slap +35 (4d6+25/19-20), 2 wings +35 (2d8+8/19-20)
Ranged +5 composite longbow (+18 Str bonus) +28/+23/+18/+13 (6d6+23 plus slaying arrow)
Space 30 ft.; Reach 20 ft. (30 ft. with bite)
Special Attacks breath weapon (70-ft. cone, 24d10 fire, DC 37), crush (4d8+25, DC 37), tail sweep (2d8+25, DC 37), weakening breath
Spell-Like Abilities (CL 30th; concentration +38)
Constant—detect evil, detect snares and pits, discern lies (DC 21), true seeing
At Will—aid, animate objects, bless, commune, continual flame, daylight, detect evil, dimensional anchor, foresight, geas/quest, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 20), sunburst (DC 26) waves of fatigue
3/day—blade barrier (DC 23), earthquake (DC 25), heal, mass charm monster (DC 25), permanency, resurrection, waves of exhaustion
1/day—greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 24), wish
Spells Known (CL 30th; concentration +38)
9th (4/day)—time stop, wish
8th (7/day)—euphoric tranquility (DC 26), greater prying eyes, protection from spells
7th (7/day)—greater teleport, resurrection, vision
6th (7/day)—antimagic field, banishment, heal
5th (7/day)—dispel evil (DC 23), plane shift, teleport, true seeing
4th (8/day)—divination, restoration, spell immunity, stoneskin
3rd (8/day)—dispel magic, haste, invisibility purge, prayer
2nd (8/day)—bear’s endurance, bull’s strength, cure moderate wounds, eagle’s splendor, silence
1st (8/day)—alarm, divine favor, mage armor, shield, shield of faith
0 (at will)—detect magic, detect poison, light, mage hand, mending, open/close, prestidigitation, read magic, stabilize
Spells Prepared (CL 30th; concentration +38)
9th—etherealness, mass heal, miracle, storm of vengeance (DC 27)
8th—fire storm (DC 26), holy aura(2) (DC 26), mass cure critical wounds (2)
7th—destruction (DC 25), dictum (DC 25), ethereal jaunt, holy word (DC 25), regenerate
6th—banishment (DC 24), heroes' feast, mass cure moderate wounds, undeath to death (DC 24), word of recall
5th—break enchantment, breath of life, dispel evil (DC 23), plane shift (DC 23), righteous might, symbol of sleep (DC 23)
4th—cure critical wounds (3), death ward, dismissal (DC 22), neutralize poison (2) (DC 22)
3rd—cure serious wounds, invisibility purge, magic circle against evil (2), prayer, protection from energy, wind wall
2nd—align weapon, bear's endurance, bull's strength, consecrate, cure moderate wounds (2), eagle's splendor
1st—cure light wounds (3), divine favor (2), entropic shield, shield of faith
0 (at will)—create water, guidance, purify food and drink, virtue
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Statistics
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Str 47, Dex 12, Con 35, Int 24, Wis 27, Cha 24
Base Atk +30; CMB +56; CMD 67 (71 vs. trip)
Feats Critical Focus, Extend Spell, Improved Critical (bite, claw, greatsword, wing, tail), Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Quicken Spell, Stunning Critical
Skills Diplomacy +40, Fly +30, Knowledge (arcana) +40, Knowledge (history) +40, Knowledge (planes) +40, Knowledge (religion) +40, Perception +41, Sense Motive +41, Spellcraft +40, Stealth +18, Swim +59, Use Magic Device +40 Racial Modifiers +8 Swim
Languages Aquan, Auran, Celestial, Common, Draconic, Elven, Halfling, Ignan, Infernal, Terran; truespeech
SQ change shape, detect gems, divine aid, fast flight, luck
What else have you guys got?

Threeshades |

Gorgon + Medusa
Cockatrice + Basilisk
Carnivorous Crystal + Stone Golem
You really like petrification, don't you?
I actually had an idea for a cockatrice/basilisk hybrid creature floating around somewhere. I wanted to make 5e stats for such a thing.
To step outside of Pathfinder for a moment, a Beholder/Mindflayer would be interesting.

JiCi |

Solar Dragon + Lunar Dragon = Eclipse Dragon
Red Dragon/Clockwork Dragon + Animated Tank (AP #71) = Mecha Dragon
Centaur + Nightmare = Stygian Centaur
Juggernaut Robot (AP #89) + Iron Colossus = Robot Colossus
Bone Ship + Bakekujira = Whaling Wreck
Treant + Fastachee = Corn Tree
Chuspiki + Ratfolk = Aeromousefolk (very lame name, I know...)

Darigaaz the Igniter |

Darigaaz the Igniter wrote:Gorgon + Medusa
Cockatrice + Basilisk
Carnivorous Crystal + Stone Golem
You really like petrification, don't you?
I actually had an idea for a cockatrice/basilisk hybrid creature floating around somewhere. I wanted to make 5e stats for such a thing.
To step outside of Pathfinder for a moment, a Beholder/Mindflayer would be interesting.
More just getting my kicks re-fusing what dnd has split apart.

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Phase Spider + Aranea or Jorugumo
Nightmare + Bearded Devil (Centaur - style)
Hell Hound + Deinonychus (fiery fiendish dogs? Ha, no. Try fiery fiendish *dinosaurs*)
Wyvern + Behir (eight wings along it's serpentine length, electrical breath, from the elemental plane of air)
Hydra + Naga (a half-dozen venomous spellcasting heads, oh yeah)

Threeshades |

Threeshades wrote:More just getting my kicks re-fusing what dnd has split apart.Darigaaz the Igniter wrote:Gorgon + Medusa
Cockatrice + Basilisk
Carnivorous Crystal + Stone Golem
You really like petrification, don't you?
Fair enough, though Gorgons as they exist in DnD/Pathfinder are not split off from greek gorgons. They come from african mythology and are rather split off from the Catoblepas.
So Gorgon + Catoblepas would rather make sense.
While we are at refusing split creatures:
Mandragora + Alraune
Wyvern + Vouivre
Faun + Satyr
LAmmasu + Shedu

Avoron |
These are great! So many fun options, from eclipse dragon to hydra naga.
Ever wondered what would happen if Cthulhu manifested on Golarion and merged with a suitably nightmarish host? Or if the designers made a creature by throwing together as many powerful abilities as possible just to see what would happen? Well, wonder no longer.
CE Colossal magical beast (chaotic, evil, Great Old One, kaiju, water)
Init +19; Senses darkvision 600 ft., low-light vision, see invisibility, sense kaiju, true seeing; Perception +66
Aura unspeakable presence (300 ft., DC 38)
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Defense
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AC 57, touch 27, flat-footed 52 (+10 deflection, +5 Dex, +10 insight, +30 natural, –8 size)
hp 774 (36d10+576); fast healing 30
Fort +36, Ref +35, Will +25
Defensive Abilities absorb energy, ferocity, freedom of movement, immortality, insanity (DC 38), non-euclidean, recovery; DR 20/epic and lawful; Immune ability damage, ability drain, aging, cold, death effects, disease, energy drain, fear, fire, mind-affecting effects, paralysis, and petrification; Resist electricity 30, negative energy 30, sonic 30; SR 41
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Offense
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Speed 100 ft., fly 200 ft. (average), swim 100 ft.
Melee bite +49 (8d6+21/19-20 plus grab), 2 claws +49 (4d8+21/19-20 plus grab), 4 tentacles +49 (2d10+31/19-20 plus grab), 2 tail slaps +47 (6d6+10/19-20)
Ranged firebolts +33 touch (damage variable)
Space 60 ft.; Reach 60 ft. (30 ft. with bite)
Special Attacks breath weapon, cleaving claws, constrict (3d6+21), dreams of madness, ferocity, fast swallow, hurl foe, Mythic Power (10/day, Surge +1d12), powerful blows (tentacle), reflexive breath, swallow whole (10d6 bludgeoning and 10d6 fire damage, AC 45, 77 hp), tentacles, trample (4d8+31, DC 49)
Spell-Like Abilities (CL 36th; concentration +46)
Constant—freedom of movement, true seeing
At will—astral projection, control weather [M], dream [M], greater dispel magic, greater teleport, insanity (DC 27), nightmare [M] (DC 25), sending [M]
3/day—antipathy (DC 28), demand (DC 28), quickened feeblemind, gate, weird (DC 31)
1/day—implosion (DC 29), summon (level 9, 2d4 star-spawn of Cthulhu 100%), symbol of insanity (DC 28), wish [M]
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Statistics
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Str 53, Dex 21, Con 43, Int 17, Wis 33, Cha 30
Base Atk +36; CMB +65 (+69 bull rush, grapple, or sunder; CMD 100 (102 vs. bull rush or sunder)
Feats Combat Reflexes, Craft Wondrous Item, Critical Focus, Flyby Attack, Greater Bull Rush, Greater Sunder, Improved Bull Rush, Improved Critical (bite, claw, tentacle, tail slap), Improved Initiative, Improved Sunder, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (feeblemind), Staggering Critical
Skills Fly +36, Perception +66, Sense Motive +50, Swim +68, Use Magic Device +49 Racial Modifiers +16 Perception
Languages Aklo, Aquan; telepathy 300 ft.
SQ compression, greater starflight, massive, otherworldly insight

WombattheDaniel |

Several great suggestions. Lich + solar hints at a very interesting backstory, and carnivorous crystal + stone golem is pure gold.
Speaking of gold, allow me to introduce The Golden, the paragon of angelic and draconic power, full of heavenly fire and divine wrath and way, way too many spell slots.
** spoiler omitted **...
Wow...he is...glorious.

Darigaaz the Igniter |

Phase Spider + Aranea or Jorugumo
Nightmare + Bearded Devil (Centaur - style)
Hell Hound + Deinonychus (fiery fiendish dogs? Ha, no. Try fiery fiendish *dinosaurs*)
Wyvern + Behir (eight wings along it's serpentine length, electrical breath, from the elemental plane of air)
Hydra + Naga (a half-dozen venomous spellcasting heads, oh yeah)
All these are really good. I may try to stat one up.

The Sideromancer |
Set wrote:Hydra + Naga (a half-dozen venomous spellcasting heads, oh yeah)Hmmm... didn't we get a multi-headed naga in the past? It sounds familiar.
B3 has the Royal naga, which has 5 heads

Avoron |
Wow...he is...glorious.
Yeah, I agree. He could probably be made even more by swapping around a few feats and cleaning up his spell list, but either way, mixing solars and gold dragons is very dangerous indeed.
All these are really good. I may try to stat one up.
Same - I especially like the hell hound // deinonychus suggestion. Infernal raptors would be a very cool thing to have.
Now, for the ultimate horror of the deep, the unholy fusion of abyssal malevolence and unbridaled destruction:
CE Huge aberration (aquatic, chaotic, demon, evil, extraplanar, water)
Init +11; Senses darkvision 120 ft., detect good, detect law, low-light vision, scent, tremorsense 60 ft., true seeing; Perception +56
Aura frightful presence (120 ft., DC 32), unholy aura (DC 24)
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Defense
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AC 47, touch 31, flat-footed 40 (+4 deflection, +7 Dex, +16 natural, +12 profane, –2 size)
hp 544 (33d8+396); fast healing 10, regeneration 30 (deific or Mythic)
Fort +25, Ref +20, Will +28
Defensive Abilities Abyssal resurrection, freedom of movement, DR 20/—; Immune ability damage, ability drain, blindness, charm effects, compulsion effects, cold, deafness, death effects, electricity, energy drain, petrification, and poison; Resist acid 30, electricity 20, fire 30; SR 39
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Offense
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Speed 50 ft., climb 30 ft., swim 120 ft.
Melee bite +38 (6d6+16/19–20 plus grab), 4 slams +38 (3d6+15/19–20 plus grab), 4 tentacles +33 (2d6+8/19–20 plus grab)
Space 15 ft.; Reach 30 ft. (45 ft. with tentacles)
Special Attacks breath weapon, command aquatic creatures, constrict (3d6+24), engulf (4d6+24 bludgeoning damage plus 8d6 acid damage plus transformation, AC 34, 54 hp), fast swallow, maddening cacophony, poison, trample (4d8+16, DC 42)
Spell-Like Abilities (CL 33rd; concentration +39)
Constant—detect good, detect law, freedom of movement, speak with animals (aquatic animals only), true seeing, unholy aura (DC 24)
At will—astral projection, blasphemy* (DC 27), control water, control weather*, desecrate*, greater dispel magic, greater teleport, shapechange, telekinesis* (DC 21), unhallow, unholy blight* (DC 20)
3/day—quickened greater dispel magic, insanity (DC 23), summon demons, symbol of insanity (DC 24), vortex (DC 27)
1/day—storm of vengeance* (DC 25), time stop*, tsunami*, (DC 25)
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Statistics
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Str 42, Dex 24, Con 35, Int 17, Wis 27, Cha 22
Base Atk +24; CMB +42 (+46 bull rush, +44 sunder); CMD 59 (89 vs. bull rush or sunder, can’t be tripped)
Feats Bleeding Critical, Blind-Fight, Combat Reflexes, Critical Focus, Great Fortitude, Greater Bull Rush, Improved Bull Rush, Improved Critical (bite, slam, tentacle), Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Staggering Critical
Skills Bluff +42, Intimidate +42, Perception +56, Sense Motive +44, Stealth +35, Swim +60, Use Magic Device +42; Racial Modifiers +12 Perception
Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic; speak with animals (aquatic animals only), telepathy 300 ft.
SQ amphibious, compression, demon lord traits

Avoron |
Lich is already a template, so a solar lich doesn't actually need to be an amalgam creature. But I liked the suggestion, so I made one anyway. It's basically just a solar, with the lich template added on and everything "good" about it switched to "evil," and all positive energy effects switched to negative. The higher they are, the harder they fall.
NE Large undead (angel, extraplanar, evil)
Init +9; Senses darkvision 60 ft., detect good, detect snares and pits, low-light vision, true seeing; Perception +42
Aura fear aura (DC 29), protective aura
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Defense
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AC 44, touch 11, flat-footed 42 (+14 armor, +1 Dex, +1 dodge, +19 natural, –1 size; +4 deflection vs. good)
hp 275 (22d8+176); regeneration 15 (good artifacts, effects, and spells)
Fort +23, Ref +14, Will +24; +4 vs. poison, +4 resistance vs. good
Defensive Abilities channel resistance +4, rejuvenation, DR 15/bludgeoning, epic, and good; Immune acid, cold, petrification, undead traits; Resist electricity 10, fire 10; SR 34
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Offense
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50 ft., fly 150 ft. (good); 35 ft., fly 100 ft. (good) in armor
Melee +5 dancing greatsword +35/+30/+25/+20 (3d6+18), touch +25 (1d8+11 negative energy plus paralyzing touch)
Ranged +5 composite longbow (+9 Str bonus) +31/+26/+21/+16 (2d6+14 plus slaying arrow)
Space 10 ft.; Reach 10 ft.
Special Attacks paralyzing touch (DC 29)
Spell-Like Abilities (CL 20th; concentration +27)
Constant—detect good, detect snares and pits, discern lies (DC 22), true seeing
At Will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, (DC 22), imprisonment (DC 27), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 21), unholy blight, waves of fatigue
3/day—blade barrier (DC 24), earthquake (DC 26), harm, mass charm monster (DC 25), permanency, resurrection, waves of exhaustion
1/day—greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 25), wish
Spells Prepared (CL 20th; concentration +28)
9th—etherealness, miracle, storm of vengeance (DC 28), wail of the banshee (DC 28)
8th—fire storm (DC 27), mass inflict critical wounds (DC 27) (2), unholy aura(2) (DC 26),
7th—blasphemy (DC 26), destruction (DC 26), dictum (DC 26), ethereal jaunt, regenerate
6th—banishment (DC 25), heroes' feast, harm (DC 25), mass inflict moderate wounds, word of recall
5th—break enchantment, dispel evil (DC 24), plane shift (DC 24), righteous might, slay living (DC 24), symbol of sleep (DC 24)
4th— death ward, dismissal (DC 23), inflict critical wounds (DC 23) (3), neutralize poison (2) (DC 23)
3rd—daylight, inflict serious wounds (DC 22), invisibility purge, magic circle against evil, prayer, protection from energy, wind wall
2nd—align weapon, bear's endurance, bull's strength, desecrate, eagle's splendor, inflict moderate wounds (DC 21) (2)
1st—bless, divine favor, entropic shield, inflict light wounds (DC 20) (3), shield of faith
0 (at will)—bleed (DC 19), detect magic, purify food and drink, virtue
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Statistics
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Str 28, Dex 20, Con —, Int 25, Wis 29, Cha 27
Base Atk +22; CMB +32 (+34 sunder); CMD 47 (49 vs. sunder)
Feats Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness
Skills Craft (alchemy) +32, Diplomacy +33, Fly +32, Intimidate +33, Knowledge (history) +32, Knowledge (nature) +32, Knowledge (planes) +32, Knowledge (religion) +32, Perception +42, Sense Motive +42, Spellcraft +32, Stealth +29, Survival +32 Racial Modifiers +8 Perception, Sense Motive, and Stealth
Languages Abyssal, Celestial, Draconic, Infernal; truespeech
SQ change shape (alter self)

Avoron |
Amalgam hekatonkheires // purple worm
NE Colossal outsider (chaotic, evil, extraplanar)
Init +4; Senses all-around vision, darkvision 120 ft., tremorsense 60 ft., true seeing; Perception +32
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Defense
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AC 38, touch 2, flat-footed 38 (+8 armor, +28 natural, –8 size)
hp 444 (24d10+312); regeneration 10 (epic)
Fort +27, Ref +10, Will +15;
DR 20/epic and lawful; Immune aging, death effects, disease, mind-affecting effects; SR 35
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Offense
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60 ft., burrow 20 ft., swim 10 ft.; air walk
Melee +3 weapon +36/+31/+26/+21 (6d6+20 plus hundred-handed whirlwind), bite +29 (6d8+8 plus grab), sting +29 (3d8+8 plus poison)
or slam +34 (4d8+21/19-20 plus stun)
Ranged rock +16/+11/+6/+1 (4d8+25/18-20)
Space 30 ft.; Reach 30 ft.
Special Attacks rock throwing (200 ft.), stunning slam, swallow whole (6d8+17 bludgeoning damage, AC 16, 44 hp)
Spell-Like Abilities (CL 24th; concentration +27)
Constant—air walk, spell turning, true seeing
At will—bestow curse (DC 17), break enchantment, chain lightning (DC 19), greater dispel magic, find the path, sending
3/day—greater scrying (DC 20), heal, mass suggestion (DC 19)
1/day—dominate monster (DC 22), greater spell immunity, imprisonment (DC 22), storm of vengeance (DC 22)
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Statistics
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Str 45, Dex 10, Con 36, Int 11, Wis 13, Cha 16
Base Atk +24; CMB +49 (+53 grapple); CMD 59 (can’t be tripped)
Feats Alertness, Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Lightning Reflexes, Power Attack, Staggering Critical, Weapon Focus (bite, slam, sting)
Skills Bluff +30, Climb +44, Diplomacy +30, Intimidate +30, Perception +32, Sense Motive +32, Swim +25
Languages Abyssal, Celestial, Common; telepathy 300 ft.
SQ hands of war, planar leap

Darigaaz the Igniter |

This blue-scaled beast has 6 pairs of stout wings along its serpentine body. The wings have strong claws on the first joint and can be used as legs should the creature land.
Amalgam behir//wyvern CR 9
N Huge dragon
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +21
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DEFENSE
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AC 20, touch 8, flat-footed 20 (+12 natural, -2 size)
hp 115 (10d12+50)
Fort +12, Ref +7, Will +8
Immune electricity, sleep, paralysis
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OFFENSE
--------------------
Speed 40 ft., climb 20 ft., fly 60 ft. (poor)
Melee Bite +16 (2d6+7 plus grab), sting +15 (1d8+7 plus poison), 2 wings +10 (1d8+3)
Space 15 ft., Reach 10 ft.
Special Attacks breath weapon (20-foot line, 7d6 electricity damage, Reflex DC 20 for half, usable every 1d4 rounds), constrict (2d6+10), rake (6 claws +15, 1d4+7), swallow whole (2d8+10 bludgeoning damage, AC 16, 11 hp)
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STATISTICS
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Str 25, Dex 10, Con 21, Int 7, Wis 13, Cha 10
Base Atk +10; CMB +19 (+23 grapple); CMD 29 (can't be tripped)
Feats Alertness, Flyby Attack, Improved initiative, Power Attack*, Weapon Focus (bite)
Skills Climb +15, Fly +5, Perception +21, Sense Motive +18, Stealth +5; Racial Modifier +4 Perception
Languages Common, Draconic
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ECOLOGY
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Environment temperate or warm hills or warm deserts
Organization solitary, pair, or flight (3-6)
Treasure standard
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SPECIAL ABILITIES
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Grab (ex) A behyvirn's grab attack works against creatures of any size category. It can constrict the same round it establishes a hold. On any round thereafter that it maintains its hold, the behyvirn can choose to rake the grappled target or swallow it whole.
Poison (Ex) Sting—injury; save DC 20; frequency 1/round for 6 rounds; effect 1d6 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
*Power Attack modifiers not calculated in stat block above
I'm hoping I got all the math right.

Avoron |
When the gods get angry, they send behemoths. But that is not what the mortals should fear above all.
CN Colossal dragon (aquatic, behemoth, water)
Init +7; Senses all-around vision, blindsense 60 ft., darkvision 120 ft., low-light vision, scent, true seeing; Perception +61
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Defense
--------------------
AC 36, touch 5, flat-footed 33 (+3 Dex, +31 natural, –8 size)
hp 449 (29d12+261); regeneration 20 (cold iron and fire)
Fort +25, Ref +21, Will +23;
Defensive Abilities freedom of movement, unstoppable; DR 20/cold iron and epic; Immune ability damage, acid, aging, bleed, cold, curse effects, disease, energy drain, fire, flanking, mind-affecting effects, negative levels, paralysis, permanent wounds, poison, petrification, polymorph, sleep; SR 31
Weaknesses vulnerable to miracles and wishes
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Offense
--------------------
40 ft., fly 100 ft. (average), swim 200 ft.
Melee 2 bites +38 (6d6+17/19-20 plus grab plus poison), 2 claws +38 (3d6+17), tail slap +34 (4d6+8 plus grab plus trip)
Ranged water jet +24 (4d8+17/19-20 plus stun and push)
Space 30 ft.; Reach 30 ft.
Special Attacks breath weapon, capsize (DC 25), constrict (tail, 3d6+25), death curse, fast swallow, push (water jet, 20 ft.), rend (claws, 3d6+17), ruinous, swallow whole (4d6+25 bludgeoning, AC 25, 44 hp)
Spell-Like Abilities (CL 29th; concentration +34)
3/day—tsunami (DC 24)
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Statistics
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Str 44, Dex 17, Con 29, Int 5, Wis 20, Cha 20
Base Atk +29; CMB +54 (+56 bull rush or overrun, +58 grapple or sunder); CMD 67 (69 vs. bull rush, overrun, or sunder; can’t be tripped)
Feats Ability Focus (water jet), Blind-Fight, Combat Reflexes, Greater Sunder, Improved Critical (bite, water jet), Improved Initiative, Improved Bull Rush, Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception)
Skills Fly +35, Perception +61, Stealth +19, Swim +25 Racial Modifiers +18 Perception
Languages Aklo, Draconic, Sylvan
SQ amphibious
This is what happens when the gods get bored.

Avoron |
Well, here's your quickling // calikang. It didn't mesh as well as some of the others, but it still has a few tricks up its sleeve. I think the air walk is a nice touch.
N Large fey
Init +7; Senses darkvision 60 ft., low-light vision, true seeing; Perception +20
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Defense
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AC 24, touch 13, flat-footed 20 (+3 Dex, +1 dodge, +7 natural, +4 shield, -1 size)
hp 112 (15d6+60); fast healing 5
Fort +11, Ref +12, Will +11;
Defensive Abilities defensive slam, energy absorption, evasion, natural invisibility, supernatural speed, suspend animation, uncanny dodge; DR 5/cold iron; Immune electricity, mind-affecting effects, negative energy; SR 23
Weaknesses slow susceptibility
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Offense
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120 ft.; air walk, water walk
Melee +1 longsword +13/+8/+3 (2d6+9/17–20), 4 slams +8 (1d6+3)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (60-foot line, 14d6 energy damage, Reflex DC 21 half, usable 1/day), sneak attack +1d6
Spell-Like Abilities (CL 15th; concentration +17)
Constant—air walk, magic weapon, true seeing, water walk
3/day—lightning bolt (DC 16)
1/day—chain lightning (DC 19), dancing lights, flare (DC 12), levitate, shatter (DC 14), ventriloquism (DC 13)
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Statistics
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Str 22, Dex 17, Con 19, Int 11, Wis 14, Cha 15
Base Atk +7; CMB +14; CMD 27
Feats Critical Focus, Dodge, Great Fortitude, Improved Critical (longsword), Improved Initiative, Mobility, Spring Attack, Staggering Critical
Skills Bluff +20, Perception +20, Stealth +17, Use Magic Device +20
Languages Aklo, Common, Giant, Sylvan
SQ poison use

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And the old classic thought-experiment from 1st edition, the half-storm giant / half-pixie. All sorts of magical powers, exactly the size of a human!
But seriously, great write-up of the Behir / Wyvern amalgam, Darigaaz!
Mmm, Hell Hound Deinonychus is now so five minutes ago, dahling. *Quickling* / Deinonychus amalgam is the new shiny! Beep, beep, zip, bang!
Perhaps also Mountain Giants, hybrid Spriggans / Stone Giants, normally Stone Giant size, but able to enlarge or reduce to Medium or Huge size (as well as camouflage in mountainous / rocky terrain and become invisible-ish for some terrifying giant-boulder-throwing sneak attacks).

Avoron |
LN Large aberration
Init +4; Senses all-around vision, darkvision 60 ft., low-light vision, scent; Perception +20
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Defense
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AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)
hp 84 (8d8+48)
Fort +8, Ref +2, Will +8
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Offense
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30 ft.
Melee mwk morningstar +11/+6 (2d6+7), gore +5 (2d8+2), 2 hooves +5 (1d6+2), snake bite +5 (1d6+2 plus poison)
Ranged mwk composite longbow +7/+2 (2d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (60-foot cone, turn to stone, Fortitude DC 20 negates), petrifying gaze, trample (2d8+7, DC 19)
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Statistics
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Str 21, Dex 11, Con 23, Int 7, Wis 14, Cha 12
Base Atk +6; CMB +12; CMD 22
Feats Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +20, Stealth +7
Languages Common

Avoron |
N Medium magical beast
Init +0; Senses darkvision 60 ft., low-light vision; Perception +10
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Defense
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AC 15, touch 11, flat-footed 14 (+1 dodge, +4 natural)
hp 52 (7d10+14)
Fort +7, Ref +5, Will +5
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Offense
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20 ft., fly 60 ft. (poor)
Melee bite +8 (1d8+1 plus petrification)
Space 5 ft.; Reach 5 ft.
Special Attacks gaze
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Statistics
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Str 13, Dex 11, Con 15, Int 2, Wis 13, Cha 9
Base Atk +7; CMB +8; CMD 18
Feats Blind-Fight, Dodge, Iron Will, Skill Focus (Perception)
Skills Fly +1, Perception +10, Stealth +9 Racial Modifiers +4 Stealth

Avoron |
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N Large construct (earth, extraplanar)
Init -3; Senses blindsight 120 ft., darkvision 60 ft., low-light vision; Perception -2
Aura subsonic hum (60 ft., DC 18)
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Defense
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AC 22, touch 6, flat-footed 22 (-3 Dex, +16 natural, -1 size)
hp 118 (16d10+30)
Fort +5, Ref +2, Will +3
DR 10/—; Immune cold, construct traits, electricity, magic; Resist fire 20
Weaknesses brittle, vulnerable to sonic
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Offense
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20 ft., climb 10 ft.
Melee 2 slams +24 (12d6+9/18-20 plus entrap)
Space 10 ft.; Reach 10 ft.
Special Attacks crystallize, entrap (DC 18, 1d10 rounds, hardness 10, 10 hp), razor sharp, slow
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Statistics
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Str 29, Dex 5, Con —, Int —, Wis 6, Cha 1
Base Atk +16; CMB +26; CMD 33
Skills Climb +17, Stealth -2 (+3 in rocky environs) Racial Modifiers +5 Stealth (+10 in rocky environs)
SQ freeze, split (critical hit from a bludgeoning or sonic attack, 15 hp)

Avoron |
Evil has a lot more categorization than you might expect. Everywhere you turn, there's classification within classification: large and small, old and new, and, of course, lawful and chaotic. But somewhere among all these divisions and subcategories, the forces of evil have lost control of their most valuable asset, their most deadly sin: singleness of purpose.
NE Large outsider (evil, extraplanar)
Init +12; Senses darkvision 60 ft., low-light vision, see in darkness, true seeing; Perception +39
Aura fear (20 ft., DC 23), flaming body, unholy aura (DC 26)
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Defense
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AC 39, touch 21, flat-footed 31 (+4 deflection, +8 Dex, +18 natural, -1 size)
hp 350 (20d10+240)
Fort +28, Ref +24, Will +26
DR 15/cold iron, good, and silver; Immune electricity, fire, poison; Resist acid 10, cold 10 SR 31
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Offense
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40 ft., fly 90 ft. (good)
Melee +1 vorpal unholy flaming whip +34/+29/+24/+19 (1d4+20 plus 1d6 fire and entangle), bite +30 (4d6+6 plus poison and disease), tail slap +30 (2d8+6 plus grab), 2 wings +30 (2d6+6)
or bite +32 (4d6+13 plus poison and disease), 2 claws +32 (2d8+13), tail slap +30 (2d8+6 plus grab), 2 wings +30 (2d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d8+19), devil shaping
Spell-Like Abilities (CL 20th; concentration +28)
Constant—true seeing, unholy aura (DC 26)
At-will—blasphemy (DC 25), create undead, dominate monster (DC 27), fireball (DC 21), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), greater scrying (DC 25), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, scorching ray, telekinesis (DC 23), trap the soul (DC 26), unholy aura (DC 26), wall of fire
3/day—quickened fireball (DC 21), quickened greater dispel magic, quickened telekinesis (DC 23)
1/day—fire storm (DC 26), meteor swarm (DC 27), summon (level 9, any 1 CR 19 or lower demon, 100%), summon (level 9, any 1 CR 19 or lower devil, 100%)
1/year—wish
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Statistics
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Str 36, Dex 27, Con 35, Int 25, Wis 27, Cha 26
Base Atk +20; CMB +34 (+38 grapple); CMD 52
Feats Combat Reflexes, Improved Initiative, Improved Iron Will, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball, greater dispel magic, telekinesis), Weapon Focus (whip)
Skills Acrobatics +20, Appraise +18, Bluff +31, Diplomacy +31, Fly +33, Intimidate +31, Knowledge (arcana) +19, Knowledge (history) +18, Knowledge (nobility) +18, Knowledge (planes) +30, Knowledge (religion) +30, Perception +39, Sense Motive +31, Spellcraft +19, Stealth +27, Survival +20, Use Magic Device +31 Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ death throes, vorpal strike, whip mastery

Avoron |
N Gargantuan dragon (fire)
Init +3; Senses dragon senses, see in darkness; Perception +40
Aura alien presence (300 ft., DC 29)
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Defense
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AC 37, touch 5, flat-footed 37 (-1 Dex, +32 natural, -4 size)
hp 362 (25d12+200)
Fort +21, Ref +15, Will +22
Defensive Abilities reflect rays, reflected light; DR 15/magic; Immune cold, fire, paralysis, sleep; SR 29
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Offense
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Speed 50 ft., burrow 20 ft., fly 250 ft. (clumsy)
Melee bite +33 (4d6+18), 2 claws +33 (2d8+12), 2 wings +31 (2d8+6), tail slap +31 (2d8+18)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks bewildering breath, breath weapon (120-ft. line, 20d8 cold or 20d10 fire, DC 29), channel life (10/day), channel radiation (DC 29), crush, moonsilver, primal fire, tail sweep
Spell-Like Abilities (CL 25th; concentration +32)
At will—animate plants, blight, cup of dust, dancing lights, detect magic, life bubble, major creation, moonstruck, scrying, searing light
Sorcerer Spells Known (CL 25th; concentration +32)
7th (10/day)—control weather, greater teleport, plane shift (DC 24), waves of exhaustion
6th (14/day)—chain lightning (DC 23), cold ice strike, greater dispel magic, mislead, true seeing
5th (14/day)—break enchantment, dismissal (DC 22), dominate person (DC 23), feeblemind (DC 23), fire snake (DC 22), mage’s private sanctum, wall of force
4th (14/day)—charm monster (DC 22), dimension door, fear (DC 21), fire shield, greater invisibility, lesser globe of invulnerability
3rd (16/day)—dispel magic, haste, heroism, lightning bolt (DC 20), protection from energy, tongues, vampiric touch
2nd (16/day)—bear’s endurance, continual flame, detect thoughts (DC 19), hypnotic pattern (DC 19), invisibility, minor image (DC 19), mirror image, resist energy, scorching ray, see invisibility
1st (16/day)—charm person (DC 19), color spray (DC 18), comprehend languages, mage armor, magic missile, protection from evil, shield, shocking grasp, vanish
0 (at will)—acid splash, arcane mark, daze (DC 18), detect magic, detect poison, flare (DC 17), ghost sound (DC 17), light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic
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Statistics
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Str 35, Dex 9, Con 24, Int 23, Wis 23, Cha 25
Base Atk +25; CMB +41; CMD 50 (52 vs. trip)
Feats Arcane Strike, Dazing Assault, Improved Initiative, Iron Will, Lightning Reflexes, Maximize Spell, Multiattack, Power Attack, Quicken Spell, Silent Spell, Skill Focus (Perception), Spell Focus (enchantment), Toughness
Skills Bluff +17, Diplomacy +35, Fly +13, Heal +16, Intimidate +17, Knowledge (arcana, geography, history, local, nature, planes) +34, Knowledge (religion) +16, Linguistics +16, Perception +40, Sense Motive +34, Spellcraft +16, Use Magic Device +18
Languages Aklo, Aquan, Auran, Celestial, Common, Draconic, Elven, Gnome, Ignan, Sylvan, Terran
SQ absolute cold, no breath, starflight

Avoron |
N Huge construct (clockwork)
Init +6; Senses darkvision 60 ft., low-light vision, see invisibility; Perception +46
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Defense
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AC 34, touch 12, flat-footed 30 (+2 Dex, +2 dodge, +22 natural, -2 size)
hp 202 (25d10+65)
Fort +8, Ref +12, Will +8
DR 15/adamantine; Immune construct traits; SR 27
Weaknesses vulnerable to electricity
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Offense
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Speed 60 ft., fly 100 ft. (average), swim 60 ft.
Melee bite +35 (4d6+12), 2 claws +35 (2d8+12), tail slap +30 (2d6+6), 2 wings +30 (2d6+6)
Ranged 6 Maxim M1910 machine guns +25 (2d8/19–20), Hotchkiss 6 pounder +25 (12d6/×3)
Space 15 ft.; Reach 15 ft.
Special Attacks adamantine weapons, breath weapon (30-ft. cone, 14d6 fire damage plus entangle, Reflex DC 22 half, usable every 1d4 rounds), integrated weaponry, self-destruction, telekinesis, vicious trample (6d6+18, DC 34)
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Statistics
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Str 34, Dex 15, Con —, Int 13, Wis 10, Cha 5
Base Atk +25; CMB +39; CMD 51 (can’t be tripped)
Feats Alertness, Clustered Shots, Critical Focus, Deadly Aim, Improved Initiative, Lightning Reflexes, Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot, Skill Focus (Perception), Staggering Critical, Stunning Assault, Stunning Critical, Toughness
Skills Fly +21, Intimidate +13, Perception +46, Sense Motive +20, Swim +35 Racial Modifiers +8 Fly, +8 Perception
Languages Common (cannot speak); telepathy 100 ft.
SQ difficult to create, efficient winding, inexhaustible ammo, swift reactions

Avoron |
NE Large outsider (evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 23, touch 11, flat-footed 21 (+6 armor, +2 Dex, +4 natural, +2 shield, -1 size)
hp 45 (6d10+12)
Fort +7, Ref +7, Will +3
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Offense
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Speed 35 ft., fly 90 ft. (good)
Melee mwk lance +9/+4 (1d8+4), bite +6 (1d4+1), 2 hooves +6 (1d6+2 plus 1d4 fire)
Ranged javelin +8 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks smoke
Spell-Like Abilities (CL 6th, concentration +7)
1/day (self plus 1 rider only)—plane shift
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Statistics
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Str 16, Dex 14, Con 15, Int 12, Wis 13, Cha 12
Base Atk +6; CMB +10; CMD 22 (26 vs. trip)
Feats Improved Initiative, Multiattack, Natural Jouster
Skills Fly +8, Diplomacy +8, Intimidate +10, Knowledge (nature, planes) +8, Perception +10, Sense Motive +8, Stealth +2, Survival +10
Languages Abyssal, Common, Elven, Infernal, Sylvan
SQ undersized weapons

JiCi |

Ok... I could see an Eclipse Dragon fusing together as a result of a great battle between a lunar dragon and a solar dragon, like they charged each other while breathing and the resulting nuke merged them into one being.
The Mecha Dragon is rather easy... as someone built it :P BTW, kudos for picking the Moving Fortress variation :D
The Stygian Centaur is a creature that I fail to understand any kind of omittion. We used to have a centaur-like demon back in D&D 3.5, centaurs have equine lower bodies, nightmares ARE horse-like outsiders and recently, we have gotten stygian-blooded horses that passed as descendants of nightmares and mortal horses. Yet no centaur was insane enough to conceive with a nightmare...

Avoron |
I wrote down my favorite combinations for fun. I never expected you to make them O_O
Thanks a bunch for statting my suggestions ^_^
No problem - part of my reason for making this thread in the first place was the desire to waste some time statting up interesting creature combos. By now, I can pretty much run the template's mechanics on autopilot, so I mostly just watch how the style of the combination unfolds.
now I'm curious about HOW you'll use them in your game.
I'm thinking of a mad scientist, or an ancient artifact that fuses creatures together ;)
I feel like most of these creatures (and your suggestions more than some) can stand on their own, without needing an in-game explanation as a combination of two other creatures.
So maybe eclipse dragons are a naturally occurring phenomenon, skulking around the edges of space and time, only to appear inexplicably when a star and a moon align just so. That glow you see around the edges of a solar eclipse? What if that's not just sunlight? It's actually the shimmering scales of millions of eclipse dragons, swarming in unimaginable flocks high above the moon's surface and blotting out the lunar sky.
Alternatively, you could play off of the fact that moonlight is actually reflected sunlight - each lunar dragon could be nothing more than the soft reflection of a specific solar dragon's harsh brilliance, an imprint left behind as it moves across the universe. And if any pair of aligned solar and lunar dragons crosses paths, their essences will merge into a single being: an eclipse dragon.
Mecha dragons, on the other hand, are just awesome draconic death machines, bristling with adamantine claws and flaming tar and self-firing machine guns. Why would someone make one? That's the wrong question. Why wouldn't someone make one? Mechanically, the most ridiculous thing about them is that they have six melee attacks (from being half-dragon) and seven ranged attacks (from being half-tank) that are all treated as natural weapons, so it can use every single one of them in the same full-attack. This creature is a one-robot army.
For stygian centaurs, the idea of evil, flying centaurs is cool enough on its own - the fact that they're outsiders of flame and shadow with several natural weapons and the ability to travel through planes is just icing on the cake. I also took the opportunity to give them the feat Natural Jouster, just because it seemed like something an unnaturally brutal and militaristic race of centaurs might have. In terms of thematic inspiration, have you ever read the Fablehaven series? Stygian centaurs could be ordinary centaurs corrupted by an unstoppable plague of darkness and malice. Or they could be otherwordly creatures that come to the material plane to do the bidding of powerful evil outsiders. Its really just a question of who you want them to be working with and what goals you want them to have.
Finally, if you liked the mecha dragon, how about another mechanical titan of impossible scale:
N Colossal construct (colossus, mythic, robot)
Init +0; Senses darkvision 60 ft., low-light vision, targeting array; Perception +26
Aura deadly fumes (30 ft.), selective antimagic aura (30 ft.)
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Defense
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AC 33, touch 2, flat-footed 33 (+31 natural, -8 size)
hp 286 (23d10+160)
Fort +9, Ref +7, Will +7
Defensive Abilities hardness 10; DR 10/epic; Immune construct traits, fire absorption; Resist cold 20, electricity 20; SR 27
Weaknesses vulnerable to critical hits and electricity
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Offense
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Speed 50 ft.
Melee 2 slams +33 (3d6+18/19-20/x3 plus 1d6 electricity), stomp +33 (6d6+18 plus pinning stomp)
Ranged 2 heavy ballistae +15 (4d8/17-20/x3), 2 integrated heavy laser rifles +15 touch (8d8/19-20/x3 fire)
Space 30 ft.; Reach 30 ft.
Special Attacks atomizer, charge fist, combined arms, electromagnetic pulse, mythic power (8/day, surge +1d10), mythic quickening, pinning stomp, vicious trample (8d6+27)
Spell-Like Abilities (CL 23rd, concentration +21)
3/day—wall of fire (DC 14)
1/day—delayed blast fireball (DC 17)
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Statistics
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Str 47, Dex 10, Con —, Int 8, Wis 11, Cha 7
Base Atk +23; CMB +49; CMD 59 (26 vs. trip)
Feats Deadly Aim, Great Fortitude, Greater Sunder, Improved Critical (heavy ballista, heavy laser rifle, slam) [M], Improved Sunder, Point-Blank Shot, Power Attack [M], Precise Shot, Stunning Assault, Toughness
Skills Perception +26
Languages Common
SQ alternate form, mythic creation, mythic resilience, siege tower

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Air0r |

Using this to fuze animals is pretty cool you can get things like a lizard/snake thing, or having this be an artifact or something, it could explain races, mix a human with a decent sized snake and you get Naga, etc.
I have a recurring artifact (that the party has never discovered in any of the games i have run...) called the Fusion Core.

Darigaaz the Igniter |

If the mecha dragon's cannon isn't fired from its mouth I will be highly disappointed.
I will admit, I took a small liberty with the behyvirn's body shape to match Set's description. Going straight RAW, it'd have 2 wings and 12 legs. But I likes the wingipede mental mage better.
Btw, I can't wait for the hell raptors.

Avoron |
Squirrelshades, I posted a pit fiend // balor combination a bit earlier, but I called it by a different name - just a personal preference. Whatever you'd like to call it, enjoy.
And I'm looking forward to the hell raptors as well. In the meantime, I think this next combination is one of the most flavorful creature concepts I've seen in a while.
NE Colossal undead (aquatic, water)
Init +6; Senses darkvision 60 ft.; Perception +29
Aura blood wake (40 ft., DC 30), undead parasites (30 ft., DC 30)
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Defense
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AC 34, touch 4, flat-footed 32 (+2 Dex, +30 natural, -8 size)
hp 299 (26d8+182)
Fort +15, Ref +12, Will +17
Defensive Abilities all-around vision, bound souls, channel resistance +4; DR 15/bludgeoning; Immune construct traits; SR 29
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Offense
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Speed 15 ft., swim 60 ft.
Melee bite +27 (6d6+16/19-20), slam +27 (8d8+16/19-20 plus energy drain), tail slap +22 (4d6+8)
Ranged 4 bone cannons +13 (6d6+16/19-20/×4)
Space 30 ft.; Reach 30 ft.
Special Attacks capsize, energy drain (2 levels, DC 30), ghostly boarders, leviathon’s call, resonant song, smashing breech, spectral energy cannon, trample (8d8+24 plus energy drain, DC 39)
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Statistics
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Str 42, Dex 14, Con —, Int 6, Wis 14, Cha 24
Base Atk +19; CMB +43 (+47 bull rush); CMD 55 (57 vs. bull rush, can’t be tripped)
Feats Combat Reflexes, Critical Focus, Greater Bull Rush, Improved Bull Rush, Improved Critical (bone cannon, bite, slam), Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Perception), Staggering Critical, Stunning Critical
Skills Intimidate +27, Perception +29, Swim +44
Languages Common (can’t speak)
SQ unholy repair

Avoron |
NG Huge fey
Init +4; Senses low-light vision, plant projection; Perception +29
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Defense
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AC 21, touch 8, flat-footed 21 (+13 natural, -2 size)
hp 207 (18d6+144)
Fort +15, Ref +11, Will +17
DR 10/cold iron and slashing
Weaknesses vulnerability to fire
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Offense
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Speed 30 ft.
Melee 2 slams +16 (2d6+9), 2 vines +16 (4d6+9)
Ranged rock +8 (2d6+13)
Space 15 ft.; Reach 15 ft. (45 ft. with vines)
Special Attacks rock throwing (180 ft.), trample (2d6+13, DC 28)
Domain Spell-Like Abilities (CL 18th; concentration +22)
7/day—rebuke death (1d4+5)
Spell-Like Abilities (CL 18th; concentration +20)
At will—plant growth, speak with plants, thorny entanglement (DC 16), transport via plants
Druid Spells Prepared (CL 18th; concentration +22)
6th—greater dispel magic, heal [D], mass bear's endurance
5th—baleful polymorph (DC 19), breath of life [D], commune with nature, wall of thorns
4th—command plants (DC 18), cure critical wounds [D], flame strike (DC 20), freedom of movement, spike stones (DC 18)
3rd—aqueous orb (DC 18), call lightning (DC 17), cure serious wounds [D], protection from energy, remove disease, spike growth (DC 17)
2nd—barkskin, cat's grace, cure moderate wounds [D], flaming sphere (DC 16), lesser restoration, soften earth and stone, tree shape
1st—ant haul, cure light wounds [D], endure elements, faerie fire, goodberry, longstrider, obscuring mist
0—create water, detect magic, purify food and drink, stabilize
[D] domain spell; Domain Healing
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Statistics
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Str 29, Dex 11, Con 24, Int 15, Wis 19, Cha 15
Base Atk +9; CMB +20; CMD 30
Feats Alertness, Augment Summoning, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Power Attack, Spell Focus (conjuration), Toughness
Skills Acrobatics +12, Craft (alchemy) +14, Diplomacy +14, Escape Artist +12, Heal +16, Intimidate +14, Knowledge (arcana) +14, Knowledge (nature) +23, Perception +29, Sense Motive +29, Spellcraft +14, Stealth +4 (+20 in forests), Survival +16 Racial Modifiers +16 Stealth in forests
Languages Common, Sylvan, Treant
SQ animate trees, bountiful basket, double damage against objects, healer’s blessing, sow corn, treespeech