Golem, Mercury (3.5e Creature)

Torchlight not withstanding, you hurl a sunstick down the underground hallways and its light falls upon a large blob of rippling, reflective skin. The creature only barely meets the vaguest critera of Humanoid as it lumbers, forcing its liquid form into a cruel parody of walking, and readies its arms which elongate into hooked blades.

Golem, Mercury
Size/Type: Large Construct
Hit Dice: 8d10+30 (74 hp)
Initiative: +6
Speed: 40ft. / 40ft. Swim
Armor Class: 21 (+6 Dex, +6 Deflect, -1 Size), touch 21, flat-footed 15
Base Attack/Grapple: +13/+14
Attack: +13 Slam (1d8+2)
Full Attack: Two +13 Slam (1d8+2) attacks
Space/Reach: 10 ft./10 ft.
Special Attacks: Engulf
Special Qualities: Construct traits, damage reduction 5/Magic, Blindsight 60 ft. Mutable Form, Poisonous Form, Regeneration 1
Saves: Fort +7, Ref +13, Will +8
Abilities: Str 14, Dex 22, Con -, Int 8, Wis 12, Cha 10
Skills: -
Feats: -
Environment: Any
Organization: Solitary or Gang(2-4)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:
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The Mercury Golem is the curious result of an attempt to bypass the restriction placed upon golemancers in that they are unable to forge golems from any material other than a solid. The Mercury Golem is crafted in a room specially kept below freezing so as to allow the Mercury to be sculpted for short intervals at a time. The result is a Golem who, at room temperature, is completely liquid. It retains control over its form while liquid.

Combat

In combat the Mercury Golem will attempt to Engulf the most dangerous adversary then suffucate it while it fights the remaining enemies.

Engulf Ex: With its animate liquid body, the Mercury Golem can engulf other creatures with surprising ease. It cannot make a slam attack during a round in which it engulfs. The Mercury Golem merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the Golem, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 15 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the Golem moves forward. Engulfed creatures are subject to the Golem's poison and suffocation as though they were submerged in water, and are considered to be grappled and trapped within its body.

Mutable Form Ex: The Mercury Golem's body is comprised of animate liquid metal which can force itself into any shape it requires and become momentarily solid. As well as alowing it to produce any type of tool at masterwork quality this ability allows the Mercury Golum to change its melee damage type to either Slashing, Pericing or Bludgeoning as a free action. It is also able to alter its shape as a full-round action to allow it to fit though small spaces such as the cracks in windows, under doors or keyholes.

Poisonous Form Ex: The Mercury Golem is comprised, as the name suggests, of animate Mercury. Any injury caused by the Mercury Golem has a chance to infect a creature with Mercury poisoning. Whenever a creature is damaged by a Mercury Golem's attacks, Engulfed by it or hits it with a bite attack, they must make a DC 13 Fortitude save. or suffer from Mercury Poisoning.

  • Disease (injury); Save Fortitude DC 13
  • Onset 2d4 days
  • Frequency 1/day
  • Effect : -1d4 Int. As long as a character is suffering from Int Damage from Mercury Poisoning they are Fatigued.

Regeneration 1 Ex: The Mercury Golem retains partial control over the portions of its body that are severed and as a result it benefits from Fast Healing 1. In addition, when a Mercury Golem is destroyed it returns to life with one hit point after one minute. This effect can be countered by either casting a Dispel Magic spell over its remains during minute it spends reforming or by physically preventing the liquid metal from reforming, for example, by dumping sand on the remains.



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