Quickiron Plasm
Creature 4 — elemental, metal
Looking much like an ooze, a quickiron plasm is a mass of the rust-red liquid skymetal known as djezet, prized in the Universe for its magic-enhancing properties. Quickiron plasms feed on the residual energies left behind by large expenditures of magical power, which they can detect from miles away. Metal elementals can manifest in a wide variety of different forms, from shapeless amalgams of different metals to humanoid and beast-like monstrosities. Metal Forms Though metal elementals are ma
Source: rage-of-elements-bestiary
Perception +8
Skills athletics +12, stealth +10
Str
+6
Dex
+2
Con
+5
Int
-4
Wis
+0
Cha
-2
AC 20
Fort +13
Ref +8
Will +10
HP 65
Immunities bleed, paralyzed, poison, sleep, critical-hits, precision
Resistances electricity 5
Speed 15 feet
Offense
Melee Pseudopod +12, Damage 2d6+6 bludgeoning
Abilities
Magic Scent — The quickiron plasm can sense magical auras from up to 1 mile away as an imprecise sense.
Djezet Extraction — When a quickiron plasm dies, most of the djezet making up its body becomes inert and useless. However, a skilled alchemist can sometimes extract trace amounts of the valuable skymetal from its remains. This is a 10-minute process that requires the Alchemical Crafting feat, a proficiency rank of expert or better in Crafting, and a successful DC 20 Crafting check. A successful attempt produces a single djezet dose that remains potent for 1 hour before breaking down into a foul-smelling goo. The item has no value if sold due to its temporary nature.
Biomagical Feedback — The quickiron plasm's conductive properties are dangerous to those in physical contact with it. When a creature Grabbed by a quickiron plasm Casts a Spell, that creature takes 5 force damage per rank of the spell.
Consume Magic —
Constrict — 2d6 bludgeoning, DC 22 Fortitude
Constrict
Grab — Grab
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