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Pelegox Cube

Creature 11 — elemental, metal, troop

Pre-Remaster content. May include legacy alignment.

CrasherWeaverAERIALelementalmetal

Pelegoxes are beings of condensed magnetic energy that fashion bodies for themselves using their surroundings. Though a pelegox's true form is a spherical core, it pulls metal fragments of various shapes and sizes to form a polyhedral shell. Though pelegoxes might develop preferences for a particular form when at rest, they continue to look for new configurations to call their own, happiest when they can experiment with endless possibilities, even if it means dismantling other metallic entities.

Source: rage-of-elements-bestiary (Pre-Remaster)

Perception +22; metalsense (imprecise) 60 feet
Languages talican; telepathy 30 feet
Skills acrobatics +22, athletics +21, crafting +20, diplomacy +21
Str
+4
Dex
+7
Con
+6
Int
+5
Wis
+3
Cha
+4
AC 31 Fort +21 Ref +24 Will +18
HP 210 (140 (3 segments), 70 (2 segments))
Resistances electricity 10
Weaknesses area-damage 10, splash-damage 10
Speed 0 feet, fly 25 feet (troop movement)

Abilities

Telepathy 30 feet (aura, magical, mental) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Metalsense — A pelegox cube can sense metal creatures and objects as an imprecise sense.
Troop Defenses — Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment.

A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.

Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.
Entrancing Shapes (mental, occult, visual) — The pelegox cube rapidly shifts, creating a display of seemingly impossible geometric patterns. Creatures in a 60-foot cone take 9d6 mental damage (DC 29 Will save). A creature that fails is also Fascinated with the pelegox cube and Stupefied 1 for 1 minute.
Scrambled Strike — 1 to 3

Frequency once per round

Effect The pelegox cube rearranges to create jutting spikes, attacking each enemy within 10 feet (DC 27 Reflex save). The damage depends on the number of actions.

1 2d6 piercing damage

2 3d6+10 piercing damage

3 5d6+10 piercing damage
Shard Volley — The pelegox cube magnetizes fragments of metal at range. This is a 10-foot burst within 30 feet that deals 2d6+10 piercing damage (DC 27 Reflex save). When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.
Troop Movement — Whenever the troop Flies, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the entire troop.

WORKS WELL WITH

AnvilAERIALAn Anvil holds enemies in the troop's area-denial zone, ensuring targets remain inside Scrambled Strike and Shard Volley range.
SniperAERIALA Sniper attacks from beyond melee reach while the troop's area control discourages enemies from closing on the back line.
FlankerAERIALA Flanker exploits the chaos of Entrancing Shapes to reposition around fascinated or clustered enemies.

PUNISHES

✖ clumping
troop area overlap with another Crasher causes positioning conflicts
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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