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Mercurial

Creature 2 — elemental, metal

Some of the most populous denizens of the Plane of Metal, mercurials are weird creatures of liquid metal known for changing their features, chemical compositions, and temperaments with equal frequency. Excitable, curious, and friendly, mercurials are quick to offer assistance to extraplanar beings, but their volatile personalities can make them unreliable allies. Metal elementals can manifest in a wide variety of different forms, from shapeless amalgams of different metals to humanoid and beast

Source: rage-of-elements-bestiary

Perception +6
Skills acrobatics +8, deception +10, diplomacy +8
Str
+3
Dex
+4
Con
+3
Int
+2
Wis
+2
Cha
+4
AC 17 Fort +7 Ref +11 Will +8
HP 30
Immunities bleed, paralyzed, poison, sleep
Resistances electricity 5
Speed 25 feet

Offense

Melee Fist +9, Damage 1d10+3 bludgeoning
Ranged Shuriken +10, Damage 1d6+3 piercing

Abilities

Change Shape (concentrate, polymorph, primal) — The mercurial takes on the appearance of any Small or Medium humanoid. This transformation allows for significant detail and can reproduce the features of a specific individual, but the mercurial retains a shiny, liquid-metal appearance that renders the transformation unsuitable as a disguise unless they're impersonating another mercurial. It doesn't change the mercurial's Speed or the attack and damage bonuses of their Strikes, but it does allow them to transform their limbs into metal tools or melee weapons, potentially changing the damage type dealt by their Strikes. Change Shape
Metallurgic Adaptation (polymorph, primal) — The mercurial transmutes their liquid metal body into cold iron, copper, gold, iron, silver, or steel. Their unarmed melee Strikes are made of that material until they use Metallurgic Adaptation again.

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