The Forsaken One
Explorer
Another little critter
Since you like homebrewed monsters Land Outcast, this one goes to you
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Quicksilver Golem
Large Construct
Hit Dice: 10d10 + 30 (84 hp)
Initiative: +19 (+11 dex, + 8 circumstance)
Speed: 50’ (10 squares), 50ft. fly (perfect)
Armor Class: 28 (+11 dex, +8 circumstance, -1 size), touch 28, flat-footed 17
Base Attack/Grapple: +7/+15
Attack: Lance +18 melee (2d10+4)
Full Attack: 2 Lances +18 melee (2d10+4) and lance +13 (2d10+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Discorporating touch
Special Qualities: Liquid form, Discorperation, Decelaration aura, slide, Construct traits, 60ft Darkvision, 120 ft Blindsense, Magic immunity
Saves: Fort +3, Ref +14, Will +3
Abilities: Str 19, Dex 33, Con -, Int -, Wis 11, Cha 1
Feats: Weapon Finesse (B)
Enviroment: Atar’s Adamant Fortress
Treasure: None
Challenge Rating: 18
Advancement: 11-20 (Large)
Within a mere second half a dozen of them had suddenly appeared out of the darkness ahead. Our light spells not a necessity but a comfort in the disturbing green light these golems emitted. Before any of us could react to their sudden appearance they had already set upon us with a gusto that we thought belied our eyes. Two of them sprouted shining silvery wing of the same liquid they were made of, and lifted off with a loud buzzing sound that reflected of the tomb entrance walls and disappeared in the darkness above. The remaining four simultaneously closed in on our melee combatants. Meldrian who was in front searching for traps got instantly impaled by one of these constructs. The rest of us fell back before the onslaught of these guardians as every blow we delivered seemed futile as our blades sliced their liquid bodies in vain. I tried to haste one of our paladins… who only disappeared with a surprised look on his face as the spell took effect. We decided to run but only to find our speed cut in half by some strange and powerful magic radiating from the golems. We tried, we tried to get away but they were just to fast. While I whipped up a teleportation spell to get the remaining few of us out of there I was alarmed by the shout of my fellow wizard. Only to see him crushed by the shape of one of these… things, which landed on top of him as it had come crashing down from the darkness above.
The memory still haunts me, the huge lance-like cones they wielded instead of forearms. The same spike formed cone where a head should have been. But most of all the speed with which they unfailingly fulfilled their duty.
Deceleration Aura (Su): The disturbance in the time stream around the golem results from the quicksilver of which the golem is made in and produces a temporal unstable are. In this 20ft. emanation everything has its movement halved, all jump distances are reduced to one-third of the normally jumped distance and 5ft. steps are impossible while under the aura’s effect. If someone moves or jumps into the emanation reduce the remaining distance accordingly. Anyone influencing (such as under the effect of a haste spell) or attempting to influence the flow of time within a quicksilver golem’s aura by any means must make a Will save DC 19 (10 + half HD + 4 racial bonus) or disappear for 1d4 rounds and take 1d4 points of intelligence damage per round disappeared. The disturbance in the time flow grants the golem a +8 circumstance bonus to AC and initiative and are lost if someone succeeds in locking the golem in the current time frame.
Discorperation (Su): Whenever a quicksilver golem is destroyed it reforms in 1d4+1 rounds with full hitpoints as its liquid body is drawn back together into a coherent mass again by the magic that infuses the quicksilver. Disintegrating it is the only way to permanently destroy a quicksilver golem along with destroying it inside of an anti-magic or dead magic zone where the golem’s body turns solid and loses all it’s supernatural abilities.
Discorperating Touch (Su): Anyone struck by one of the golem’s attacks is forced to make a Will save DC 19 (10 + half HD + 4 racial bonus) or be caught in a temporal flux for 1d6 rounds. While caught in a temporal flux induced by a quicksilver golem the target has a 50% chance each round to simply disappear only to reappear a round later on the same spot. If this spot is occupied the target shifts to the nearest random empty 5ft square.
Liquid Form (Su): The material the golem is made of grants it total immunity to normal weapons and fast healing 9 to damage caused by magic weapons.
Slide (Su): A quicksilver golem can’t run, only hustle or charge, but as a full round action it can slide through the time flow using the flux it creates to move up to 500ft. in a straight line.
Since you like homebrewed monsters Land Outcast, this one goes to you

Quicksilver Golem
Large Construct
Hit Dice: 10d10 + 30 (84 hp)
Initiative: +19 (+11 dex, + 8 circumstance)
Speed: 50’ (10 squares), 50ft. fly (perfect)
Armor Class: 28 (+11 dex, +8 circumstance, -1 size), touch 28, flat-footed 17
Base Attack/Grapple: +7/+15
Attack: Lance +18 melee (2d10+4)
Full Attack: 2 Lances +18 melee (2d10+4) and lance +13 (2d10+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Discorporating touch
Special Qualities: Liquid form, Discorperation, Decelaration aura, slide, Construct traits, 60ft Darkvision, 120 ft Blindsense, Magic immunity
Saves: Fort +3, Ref +14, Will +3
Abilities: Str 19, Dex 33, Con -, Int -, Wis 11, Cha 1
Feats: Weapon Finesse (B)
Enviroment: Atar’s Adamant Fortress
Treasure: None
Challenge Rating: 18
Advancement: 11-20 (Large)
Within a mere second half a dozen of them had suddenly appeared out of the darkness ahead. Our light spells not a necessity but a comfort in the disturbing green light these golems emitted. Before any of us could react to their sudden appearance they had already set upon us with a gusto that we thought belied our eyes. Two of them sprouted shining silvery wing of the same liquid they were made of, and lifted off with a loud buzzing sound that reflected of the tomb entrance walls and disappeared in the darkness above. The remaining four simultaneously closed in on our melee combatants. Meldrian who was in front searching for traps got instantly impaled by one of these constructs. The rest of us fell back before the onslaught of these guardians as every blow we delivered seemed futile as our blades sliced their liquid bodies in vain. I tried to haste one of our paladins… who only disappeared with a surprised look on his face as the spell took effect. We decided to run but only to find our speed cut in half by some strange and powerful magic radiating from the golems. We tried, we tried to get away but they were just to fast. While I whipped up a teleportation spell to get the remaining few of us out of there I was alarmed by the shout of my fellow wizard. Only to see him crushed by the shape of one of these… things, which landed on top of him as it had come crashing down from the darkness above.
The memory still haunts me, the huge lance-like cones they wielded instead of forearms. The same spike formed cone where a head should have been. But most of all the speed with which they unfailingly fulfilled their duty.
Deceleration Aura (Su): The disturbance in the time stream around the golem results from the quicksilver of which the golem is made in and produces a temporal unstable are. In this 20ft. emanation everything has its movement halved, all jump distances are reduced to one-third of the normally jumped distance and 5ft. steps are impossible while under the aura’s effect. If someone moves or jumps into the emanation reduce the remaining distance accordingly. Anyone influencing (such as under the effect of a haste spell) or attempting to influence the flow of time within a quicksilver golem’s aura by any means must make a Will save DC 19 (10 + half HD + 4 racial bonus) or disappear for 1d4 rounds and take 1d4 points of intelligence damage per round disappeared. The disturbance in the time flow grants the golem a +8 circumstance bonus to AC and initiative and are lost if someone succeeds in locking the golem in the current time frame.
Discorperation (Su): Whenever a quicksilver golem is destroyed it reforms in 1d4+1 rounds with full hitpoints as its liquid body is drawn back together into a coherent mass again by the magic that infuses the quicksilver. Disintegrating it is the only way to permanently destroy a quicksilver golem along with destroying it inside of an anti-magic or dead magic zone where the golem’s body turns solid and loses all it’s supernatural abilities.
Discorperating Touch (Su): Anyone struck by one of the golem’s attacks is forced to make a Will save DC 19 (10 + half HD + 4 racial bonus) or be caught in a temporal flux for 1d6 rounds. While caught in a temporal flux induced by a quicksilver golem the target has a 50% chance each round to simply disappear only to reappear a round later on the same spot. If this spot is occupied the target shifts to the nearest random empty 5ft square.
Liquid Form (Su): The material the golem is made of grants it total immunity to normal weapons and fast healing 9 to damage caused by magic weapons.
Slide (Su): A quicksilver golem can’t run, only hustle or charge, but as a full round action it can slide through the time flow using the flux it creates to move up to 500ft. in a straight line.
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