Ferret
Explorer
Quicksilver golem
Small Construct
Hit Dice: 6d10 +10 (43 hp)
Initiative: +10 (+6 dex, +4 Prescience)
Speed: 50ft
Armour Class: 28, (+6 dex, +1 size +7 Natural, +4 Prescience)
Base Attack/Grapple: +6/+4
Attack: Slam +8 melee (1d6 +2 and Madness)
Full Attack: 2 Slams +8 melee (1d6 +2 and Madness)
Space/Reach: 5ft/5ft
Special Attacks: Madness
Special Qualities: Amorphous, Construct Traits, Darkvision 60ft, DR 5/Cold Iron, Immunity to magic, Low-light vision, Mercurial, Prescience
Saves: Fort +2, Refl +16, Will +5,
Abilities: Str 15, Dex 23, Con —, Int —, Wis 16, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Always solitary
Challenge rating: 7
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 7-12 HD (Small), 13-18 HD (Medium), 19-24 HD (Large)
Level adjustment: —
A silvery humanoid approaches at a quick pace, its movement smooth and fluid. It vaguely resembles a thin humanoid, but smooth edges encompass any sort of defining features, giving it a blank eye-less stare.
The silvery automaton is, as by now might be expected, an experiment gone wrong; it is the result of binding a Water elemental to Mercury. The haphazard creature whilst unintelligent has what might be called a free will, and whilst obeys commands it is by nature chaotic in accomplishing the tasks.
The creature stands at 4 foot tall and weighs in at little over 140 pounds; the Creature cannot not speak, but understands the language of the creator.
Combat:
The creature attacks without malice, but with mechanical prescience.
Immunity to magic (Ex): A quicksilver golem is immune to any spell or spell-like ability that allows spell resistance. In addition certain spells and effects function differently against the creature as noted below. A Control Water spell effects the golem as a Dominate spell.
Madness (Ex): If the quicksilver golem confirms a hit, its strike causes 1d4 points of wisdom drain, a successful fort save (DC 17, 10 + half hit dice + quarter creator level)
Amorphous: The Quicksilver golem is able to pass through any space larger then 2 inches.
Mercurial (Ex): Every time the Golem is commanded to do something, it has a chance equal to it’s hit dice, to act as though under a confusion spell. However instead of attacking the caster it will begin to perform a random task.
Prescience (Su): The mystic properties of Mercury reach into the yet to come, allowing the quicksilver golem to predict what hasn’t yet happened. This gives the Golem a +4 on Armour class, Initiative, Attack, and Reflex.
Small Construct
Hit Dice: 6d10 +10 (43 hp)
Initiative: +10 (+6 dex, +4 Prescience)
Speed: 50ft
Armour Class: 28, (+6 dex, +1 size +7 Natural, +4 Prescience)
Base Attack/Grapple: +6/+4
Attack: Slam +8 melee (1d6 +2 and Madness)
Full Attack: 2 Slams +8 melee (1d6 +2 and Madness)
Space/Reach: 5ft/5ft
Special Attacks: Madness
Special Qualities: Amorphous, Construct Traits, Darkvision 60ft, DR 5/Cold Iron, Immunity to magic, Low-light vision, Mercurial, Prescience
Saves: Fort +2, Refl +16, Will +5,
Abilities: Str 15, Dex 23, Con —, Int —, Wis 16, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Always solitary
Challenge rating: 7
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 7-12 HD (Small), 13-18 HD (Medium), 19-24 HD (Large)
Level adjustment: —
A silvery humanoid approaches at a quick pace, its movement smooth and fluid. It vaguely resembles a thin humanoid, but smooth edges encompass any sort of defining features, giving it a blank eye-less stare.
The silvery automaton is, as by now might be expected, an experiment gone wrong; it is the result of binding a Water elemental to Mercury. The haphazard creature whilst unintelligent has what might be called a free will, and whilst obeys commands it is by nature chaotic in accomplishing the tasks.
The creature stands at 4 foot tall and weighs in at little over 140 pounds; the Creature cannot not speak, but understands the language of the creator.
Combat:
The creature attacks without malice, but with mechanical prescience.
Immunity to magic (Ex): A quicksilver golem is immune to any spell or spell-like ability that allows spell resistance. In addition certain spells and effects function differently against the creature as noted below. A Control Water spell effects the golem as a Dominate spell.
Madness (Ex): If the quicksilver golem confirms a hit, its strike causes 1d4 points of wisdom drain, a successful fort save (DC 17, 10 + half hit dice + quarter creator level)
Amorphous: The Quicksilver golem is able to pass through any space larger then 2 inches.
Mercurial (Ex): Every time the Golem is commanded to do something, it has a chance equal to it’s hit dice, to act as though under a confusion spell. However instead of attacking the caster it will begin to perform a random task.
Prescience (Su): The mystic properties of Mercury reach into the yet to come, allowing the quicksilver golem to predict what hasn’t yet happened. This gives the Golem a +4 on Armour class, Initiative, Attack, and Reflex.