Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
Immortals Handbook - Epic Bestiary (Epic Monster Discussion)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="paradox42" data-source="post: 3642573" data-attributes="member: 29746"><p>All right, Mercury Cube it is:</p><p></p><p><strong><u>Mercury Cube</u></strong></p><p><strong>Macro-Tiny Construct</strong></p><p>Hit Dice: 8,320d10+640 (46,400 hp)</p><p>Initiative: +17</p><p>Speed: Fly 670' (Perfect)</p><p>Armor Class: -35 (+17 DEX, +1 dodge, +65 natural, -128 size), touch -110, flat-footed -53</p><p>Base Attack/Grapple: +6,240/+6,329</p><p>Attack: Slam +6,170 melee (30d10+57 plus Poison and Sharpness)</p><p>Full Attack: 2 Slams +6,170 melee (30d10+57 plus Poison and Sharpness)</p><p>Space/Reach: 1,250 ft./1,250 ft.</p><p>Special Attacks: Crush, Poison, Reconfigure, Sentinels, Sharpness, Tractor Beam</p><p>Special Qualities: Construct Traits, Damage Reduction Half/Bludgeoning , Darkvision 60 ft., Immunity to Magic, Indissoluble, Low-Light Vision, Quickness</p><p>Saves: Fort +2,773, Ref +2,791, Will +2,773</p><p>Abilities: Str 124 (+57), Dex 45, Con - , Int - , Wis 11, Cha 1</p><p>Environment: Any</p><p>Organization: Army (mercury cube plus 500 sentinels)</p><p>Challenge Rating: ???</p><p>Treasure: -</p><p>Alignment: Always neutral</p><p>Advancement: -</p><p>Level Adjustment: -</p><p></p><p>Combat</p><p></p><p>Crush (Ex): Colossal-sized or smaller opponents standing on, or adjacent to a solid surface struck by the mercury cube's Slam suffer 60d10+85 damage (instead of 30d10+57). The Poison and Sharpness effects remain unchanged.</p><p></p><p>Indissoluble (Ex): The mercury cube completely heals all damage (except Acid damage) at the end of every round, as if it had infinite Regeneration. If reduced to 0 hit points (or less) by any means other than Acid, the mercury cube is not destroyed, but only out of commission and incapacitated until the end of that round. It starts the beginning of the next round with its full hit points. The mercury cube cannot be destroyed by brute force, only delayed.</p><p></p><p>Poison (Ex): Targets wounded by the mercury cube must make a Fortitude save (DC 4,170). Primary and secondary damage are both 1 point of damage to every ability score.</p><p></p><p>Quickness (Su): The mercury cube is supernaturally fast and should be treated as if constantly <em>Hasted</em>. This gives it an extra attack when Full Attacking, a +1 bonus to attack rolls, a +1 dodge bonus to AC and Reflex saves.</p><p></p><p>Reconfiguration (Ex): The mercury cube can reconfigure itself once each round as a free action. Creatures engulfed by the mercury cube may, once each round as a full-round action, attempt to escape from the cube with a successful Intelligence check (DC 35). Success indicate they escape the cube, exiting the cube's fighting space into an open square of the cube's choice. Failure indicates they remained trapped within the cube. Failure by 20 or more indicates that the engulfed subjects not only remain trapped, but during their escape fall prey to some form of trap or ambush, and suffer 20d6 Slashing, piercing, bludgeoning, fire, or electricity damage (cube's choice). There is no save to negate this damage. Further, as long as the cube has 23,200 or more hit points remaining, it heals 8,320 hit points of damage each round it reconfigures itself (though this is largely irrelevant in the face of its Indissoluble ability, it does heal Acid damage and is therefore not completely pointless to the cube).</p><p></p><p>Sentinels (Su): At the behest of it's creator, once per round, as a free action, a mercury cube can manufacture 1 mercury sentinel, 2 mercury golems, or 4 mercury guardians.</p><p></p><p>Sharpness (Su): Any attack by the mercury cube scoring a natural 20 (and confirming the critical hit) will sever one of the opponent's appendages. Roll randomly to determine which appendage is severed. For humanoids roll a d12: 1-2 head, 3-4 left arm, 5-6 right arm, 7-8 torso, 9-10 left leg, 11-12 right leg. Creatures with multiple heads, more limbs, tails, or wings may add extra variables. Creatures with appendages too thick to be severed with one blow are unaffected by this ability, though it is conceivable that multiple Sharpness attacks on the same appendage could still sever it (DM's discretion).</p><p></p><p>Tractor Beam (Su): Once per round, as a standard action, the mercury cube may attempt a ranged touch attack at +6,130 to hit against any foe within 17.5 miles. If this touch attack hits, the foe must make an opposed strength check against the mercury cube or be pulled 1250 ft towards the cube, +50 ft per 5 points by which the cube exceeds the foe's result. Foes pulled into the mercury cube's square are engulfed within it and cannot easily escape (see Reconfiguration ability, above).</p><p></p><p></p><p>It's tough for a monster with a <em><strong>negative AC</strong></em> to be scary, but I think the Mercury Cube accomplishes it...</p></blockquote><p></p>
[QUOTE="paradox42, post: 3642573, member: 29746"] All right, Mercury Cube it is: [b][u]Mercury Cube[/u][/b] [b]Macro-Tiny Construct[/b] Hit Dice: 8,320d10+640 (46,400 hp) Initiative: +17 Speed: Fly 670' (Perfect) Armor Class: -35 (+17 DEX, +1 dodge, +65 natural, -128 size), touch -110, flat-footed -53 Base Attack/Grapple: +6,240/+6,329 Attack: Slam +6,170 melee (30d10+57 plus Poison and Sharpness) Full Attack: 2 Slams +6,170 melee (30d10+57 plus Poison and Sharpness) Space/Reach: 1,250 ft./1,250 ft. Special Attacks: Crush, Poison, Reconfigure, Sentinels, Sharpness, Tractor Beam Special Qualities: Construct Traits, Damage Reduction Half/Bludgeoning , Darkvision 60 ft., Immunity to Magic, Indissoluble, Low-Light Vision, Quickness Saves: Fort +2,773, Ref +2,791, Will +2,773 Abilities: Str 124 (+57), Dex 45, Con - , Int - , Wis 11, Cha 1 Environment: Any Organization: Army (mercury cube plus 500 sentinels) Challenge Rating: ??? Treasure: - Alignment: Always neutral Advancement: - Level Adjustment: - Combat Crush (Ex): Colossal-sized or smaller opponents standing on, or adjacent to a solid surface struck by the mercury cube's Slam suffer 60d10+85 damage (instead of 30d10+57). The Poison and Sharpness effects remain unchanged. Indissoluble (Ex): The mercury cube completely heals all damage (except Acid damage) at the end of every round, as if it had infinite Regeneration. If reduced to 0 hit points (or less) by any means other than Acid, the mercury cube is not destroyed, but only out of commission and incapacitated until the end of that round. It starts the beginning of the next round with its full hit points. The mercury cube cannot be destroyed by brute force, only delayed. Poison (Ex): Targets wounded by the mercury cube must make a Fortitude save (DC 4,170). Primary and secondary damage are both 1 point of damage to every ability score. Quickness (Su): The mercury cube is supernaturally fast and should be treated as if constantly [i]Hasted[/i]. This gives it an extra attack when Full Attacking, a +1 bonus to attack rolls, a +1 dodge bonus to AC and Reflex saves. Reconfiguration (Ex): The mercury cube can reconfigure itself once each round as a free action. Creatures engulfed by the mercury cube may, once each round as a full-round action, attempt to escape from the cube with a successful Intelligence check (DC 35). Success indicate they escape the cube, exiting the cube's fighting space into an open square of the cube's choice. Failure indicates they remained trapped within the cube. Failure by 20 or more indicates that the engulfed subjects not only remain trapped, but during their escape fall prey to some form of trap or ambush, and suffer 20d6 Slashing, piercing, bludgeoning, fire, or electricity damage (cube's choice). There is no save to negate this damage. Further, as long as the cube has 23,200 or more hit points remaining, it heals 8,320 hit points of damage each round it reconfigures itself (though this is largely irrelevant in the face of its Indissoluble ability, it does heal Acid damage and is therefore not completely pointless to the cube). Sentinels (Su): At the behest of it's creator, once per round, as a free action, a mercury cube can manufacture 1 mercury sentinel, 2 mercury golems, or 4 mercury guardians. Sharpness (Su): Any attack by the mercury cube scoring a natural 20 (and confirming the critical hit) will sever one of the opponent's appendages. Roll randomly to determine which appendage is severed. For humanoids roll a d12: 1-2 head, 3-4 left arm, 5-6 right arm, 7-8 torso, 9-10 left leg, 11-12 right leg. Creatures with multiple heads, more limbs, tails, or wings may add extra variables. Creatures with appendages too thick to be severed with one blow are unaffected by this ability, though it is conceivable that multiple Sharpness attacks on the same appendage could still sever it (DM's discretion). Tractor Beam (Su): Once per round, as a standard action, the mercury cube may attempt a ranged touch attack at +6,130 to hit against any foe within 17.5 miles. If this touch attack hits, the foe must make an opposed strength check against the mercury cube or be pulled 1250 ft towards the cube, +50 ft per 5 points by which the cube exceeds the foe's result. Foes pulled into the mercury cube's square are engulfed within it and cannot easily escape (see Reconfiguration ability, above). It's tough for a monster with a [i][b]negative AC[/b][/i] to be scary, but I think the Mercury Cube accomplishes it... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
Immortals Handbook - Epic Bestiary (Epic Monster Discussion)
Top