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.
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
Run Quickiron Plasm in the encounter builder — free, no install.
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