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Quickiron Plasm

Creature 4 — elemental, metal

Pre-Remaster content. May include legacy alignment.

AnvilLANDelementalmetal

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 (Pre-Remaster)

Perception +8; darkvision; magic scent
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 (reach-10, unarmed) +12, Damage 2d6+6 bludgeoning plus Grab

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

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Grab

WORKS WELL WITH

CrasherLANDA burst damage dealer can finish off whatever this elemental holds in its Constrict, since the grabbed target's spellcasting options are already punished.
FlankerLANDA mobile skirmisher can pick off support characters while this slow elemental locks down the party's front line with Grab and Constrict.
SniperLANDA ranged attacker keeps damage flowing while its own low Speed limits how quickly it can chase down anyone who disengages.

PUNISHES

✖ spellcasting reliance✖ melee reliance✖ standing still
Its dump Intelligence rules out any caster-support pairing; stick to allies that don't rely on it for battlefield control beyond its own Grab.
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.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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