My Metal Slime
What the Hells- as long as I'm posting tonight, may as well copy and paste my version of the T-1000 here into chat. I made it an Aberration, rather than a Construct, because I didn't want it to be an obvious robot, plus (as my Crazy Cosmology thread mentions) I did have a mechanism for creating robots that are genuinely alive (and I decided these things fit the bill). The difference between Construct and Aberration in this case is quite minor, because as you'll see, they're immune to critical hits anyway (and that's the biggest thing they're missing from the Construct type since they have INT scores).
Metal Slime
Medium Aberration (Shapechanger)
HD: 15d8+75 (142 hit points)
Init: +5 (Dex)
Speed: 50 feet or by form
AC: 25 (+5 Dex, +10 insight), Touch 25, Flat-Footed 20
Base Attack/Grapple: +11/+26
Attack: Blade +26 melee (1d6+15/19-20)
Full Attack: 6 Blades +26 melee (1d6+15/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Copy
Special Qualities: Amorphous, Blindsense 60 ft., DR 15/Bludgeoning and Magic, Energy Consumption, Fire Resistance 20, Freezing, Immunities, Polymorph
Saves: Fort +10, Ref +10, Will +14
Abilities: STR 40, DEX 20, CON 20, INT 15, WIS 20, CHA 10
Skills: Bluff +18, Diplomacy +2, Disguise +26<sup><small>*</small></sup> (+28 acting), Intimidate +2, Knowledge (Arcana) +20, Spellcraft +22
Feats: Cleave, Combat Reflexes, Dodge, Improved Critical (Blade)<sup><small>B</small></sup>, Mobility, Power Attack, Spring Attack, Weapon Focus (Blade)<sup><small>B</small></sup>
<hr width="40%" align="left"> Environment: Any land or underground
Organization: Solitary or Team (2-4)
Challenge Rating: 17
Treasure: None
Alignment: Usually Neutral
Advancement: 16-20 HD (Medium), 21-35 HD (Large), 36-45 HD (Huge)
Level Adjustment: +10
Metal Slimes are strange and terrible creatures that consume energy to live. They prefer to consume magical and psionic energy, and are very good at finding ways to do it.
A Metal Slime in its natural state appears as a shapeless blob of silvery, half-liquid metal that resembles nothing so much as quicksilver. Metal slimes are rarely seen in their natural state, however, because they are capable of altering their forms to match other creatures, and can even somehow change color and texture so as to appear completely natural and identical to the original.
Though Metal Slimes resemble oozes in their natural form, they are intelligent, and a typical specimen can speak at least three languages fluently- including the local Common tongue.
Combat
Metal slimes typically do not reveal their true combat powers until the last possible moment, and opponents rarely realize what they are fighting until it's too late. Their metallic bodies are capable of forming blades within a fraction of a second, and they most often simultaneously form a blade and stab with it. Whatever else they know about other creatures, metal slimes clearly have a keen grasp of anatomy, because they nearly always strike their opponents in the most devastating possible spots (and with frightening precision and speed to boot). Though metal slimes normally prefer to hide their true forms, once in combat they show no desire to keep up appearances- they can form and fight with up to six blades at any given time, and never hesitate to do so even when the forms they were assuming clearly don't have enough limbs.
Polymorph (Ex): Metal Slimes can alter the outward shape and appearance of their metallic bodies, and can accurately form virtually any desired shape. This allows them to effectively Polymorph (self only) at will, as a standard action, though the ability does not seem to be dependent in any way on magical or psionic energy (they are still capable of it while in areas of dead magic or psionic static). Furthermore, a metal slime does not gain any hit points when changing forms as creatures normally do when polymorphing.
Copy (Ex): A Metal Slime can use its Polymorph ability to precisely mimic any creature or object it has ever touched, and can (in contrast to normal form-shifting powers) appear as specific individuals if it so chooses. A metal slime which hits an opponent with a Blade in combat will often use this ability to become a copy of that opponent, if that creature has companions which are helping it fight; if it does so, the creature's companions must make a Spot check opposed by the metal slime's Disguise in order to tell which one is the original. A creature which attempts to attack a metal slime which is copying another creature this way, without first determining which of the two is the slime and which is the real creature, has a 50% chance to hit either of them.
Energy Consumption (Ex): Metal Slimes can consume spells and psionic powers which create energy attacks against them- each such spell or power heals 1d6 hit points per spell/power level, with any amount above the slime's normal hit point total being gained as temporary hit points. Only attacks which cause hit point damage are absorbed this way; magic such as Charm Monster, which normally deals no damage, work normally as long as they are not already immune to it due to their natural immunities (see below). Also, this ability does not just affect actual spells or powers; even enhanced weapons or armor can be drained of power simply by touching a metal slime. Whenever an enhanced weapon hits a metal slime, it must make a Will save (DC 22) or permanently lose one "plus" of enhancement; the metal slime struck heals 20 hit points (and/or gains temporary hit points) each time it drains a "plus" this way. The save DC is CON-based. Special abilities such as Flaming or Ghost Touch are not absorbed this way, but a weapon which goes below +1 due to touching a metal slime permanently loses all of its special abilities along with the last point of enhancement. Likewise, a metal slime which strikes an opponent wearing enhanced armor, or which misses that opponent because of its armor bonus, can absorb the energy out of the armor unless the item makes a Will save as above. Each point of bonus drained from armor or a shield heals the draining slime just as weapons do. Enhancement bonuses lost to a metal slime can be returned by re-enchanting the item (as if it were being created or upgraded), or by using a Wish or Miracle spell.
Immunities (Ex): Metal Slimes are immune to disease, electric, sonic, and cold damage. They are also immune to force attacks and disintegration; force attacks heal the slime instead of hurting it, and disintegration (or Disruption energy damage) heals 1 hit point per die of damage the attack would normally deal. Any hit points gained in excess of the slime's normal hit point total are gained as temporary hit points.
Freezing (Ex): Though metal slimes are immune to cold damage, cold attacks that hit them deal 2 points of temporary DEX damage for every 10 points of damage the attack would normally deal. For example, a Cone of Cold which would normally deal 40 points of damage would deal 8 points of temporary DEX damage to a metal slime.
Amorphous (Ex): Metal Slimes have no organs as such, and have some of the qualities of oozes as a result. They are immune to poison, sleep, paralysis, stunning, and critical hits.
Blindsense (Ex): Metal Slimes, like oozes, use their whole bodies as sensory organs, and have Blindsense with a range of 60 feet. A metal slime does not normally need to make Spot or Listen rolls to detect creatures within range of its Blindsense.
Skills: <sup><small>*</small></sup>Metal Slimes have a +8 racial bonus to Disguise checks.