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Mercurial

Creature 2 — elemental, metal

Pre-Remaster content. May include legacy alignment.

ShadeFlankerLANDelementalmetal

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 (Pre-Remaster)

Perception +6; darkvision
Languages common, talican
Skills acrobatics +8, deception +10, diplomacy +8, Plane of Metal Lore +8
Str
+3
Dex
+4
Con
+3
Int
+2
Wis
+2
Cha
+4
Items Shuriken (5)
AC 17 Fort +7 Ref +11 Will +8
HP 30
Immunities bleed, paralyzed, poison, sleep
Resistances electricity 5
Speed 25 feet

Offense

Melee Fist (agile, finesse, unarmed) +9, Damage 1d10+3 bludgeoning
Ranged Shuriken (agile, thrown-20) +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.

The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
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.

WORKS WELL WITH

AnvilLANDAnvil holds enemy attention at melee range while the mercurial uses deceptive mobility to reposition for agile flanking strikes.
CrasherLANDCrasher burst damage capitalizes on openings the mercurial creates through infiltration and distraction.

PUNISHES

✖ incapacitation effects✖ electricity damage✖ identity-based assumptions
Another Shade may lack the melee durability to hold enemy attention.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Rage of Elements.

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