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Quicksilver Golem
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<blockquote data-quote="Ferret" data-source="post: 2083795" data-attributes="member: 4052"><p>Quicksilver golem</p><p>Small Construct</p><p>Hit Dice: 6d10 +10 (43 hp)</p><p>Initiative: +10 (+6 dex, +4 Prescience)</p><p>Speed: 50ft</p><p>Armour Class: 28, (+6 dex, +1 size +7 Natural, +4 Prescience)</p><p>Base Attack/Grapple: +6/+4</p><p>Attack: Slam +8 melee (1d6 +2 and Madness)</p><p>Full Attack: 2 Slams +8 melee (1d6 +2 and Madness)</p><p>Space/Reach: 5ft/5ft</p><p>Special Attacks: Madness</p><p>Special Qualities: Amorphous, Construct Traits, Darkvision 60ft, DR 5/Cold Iron, Immunity to magic, Low-light vision, Mercurial, Prescience</p><p>Saves: Fort +2, Refl +16, Will +5,</p><p>Abilities: Str 15, Dex 23, Con —, Int —, Wis 16, Cha 1</p><p>Skills: —</p><p>Feats: —</p><p>Environment: Any</p><p>Organization: Always solitary</p><p>Challenge rating: 7</p><p>Treasure: None</p><p>Alignment: Always Chaotic Neutral</p><p>Advancement: 7-12 HD (Small), 13-18 HD (Medium), 19-24 HD (Large)</p><p>Level adjustment: —</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Combat:</p><p></p><p>The creature attacks without malice, but with mechanical prescience.</p><p></p><p>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 <em>Control Water</em> spell effects the golem as a <em>Dominate</em> spell.</p><p></p><p>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)</p><p></p><p></p><p>Amorphous: The Quicksilver golem is able to pass through any space larger then 2 inches.</p><p></p><p>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 <em>confusion</em> spell. However instead of attacking the caster it will begin to perform a random task.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Ferret, post: 2083795, member: 4052"] 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 [i]Control Water[/i] spell effects the golem as a [i]Dominate[/i] 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 [i]confusion[/i] 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. [/QUOTE]
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