Quicksilver Golem

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.
 

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I don't think there are guidlines but I have no sane idea what price it would be, as for how to make it? Still no idea. Sorry, I would suggest a ritual involving mercury, and anything to do with binding water elementals.
 

Ferret said:
I don't think there are guidlines but I have no sane idea what price it would be, as for how to make it? Still no idea. Sorry, I would suggest a ritual involving mercury, and anything to do with binding water elementals.


The creation of an elaborate rune coverred mold with Lightening rods to the head heart and groin. Mercury and crushed gemstone to fill the mold and a skeleton of pure gold wire. Lightning and magic fury must liquify theskeleton....


thats my guess
 


After 4 and a half thousand posts Ferret you deserve a small contribution !

Thank you for everything you've contributed and feel free to add the small contribution to your own work (however you would like) with my gratitude and a clear conscience!


Sigurd
 


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