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Assault AlloyCreature 13


SmallElementalMetal
Source Pathfinder Monster Core 2
Perception +26 (darkvision)
Languages Common, Talican
Skills Lore +29, Lore +29, Arcana +27, Athletics +23, Crafting +23, Stealth +22, Thievery +24
Str +4, Dex +7, Con +5, Int +8, Wis +6, Cha +4

AC 31; Fort +20; Reflex +26; Will +23;
HP 240
Speed 30 feet
Immunities bleed, paralyzed, poison, sleep
Resistances Electricity 10

Claw One Action +27 (+23, +19) to hit (agile, finesse) 3d10+11 Slashing
Metal Needle One Action +27 (+23, +19) to hit (agile, arcane, magical) 3d8+11 Piercing

Instinctive Alloy Reaction

Trigger The assault alloy is hit by an attack with a metal weapon or metal spell or effect


Effect The physical damage from the triggering weapon, spell, or effect instead restores the assault alloy's Hit Points as they seamlessly incorporate some of the metal used into their body. If already at full Hit Points, the assault alloy gains temporary Hit Points that last for 1 round instead. If a metal weapon triggers this, the weapon's die size decreases by one step to a minimum die size of d4 for 1 minute, and that weapon can't trigger Instinctive Alloy again during this time.

Metal Manipulation (aura, metal)

30 feet. An assault alloy has control over all unattended metal within the emanation and can use any of this metal as the origin point for their metal needle ranged Strikes.

Idle Transmutation

An assault alloy has full alchemical control over the properties of their metal. Each time they make a metal needle Strike or Cast a Spell with the metal trait, they choose whether the metal they use is adamantine, cold iron, dawnsilver, or any other solid precious metal.

Metal Blink One Action (move)

Requirements The assault alloy is adjacent to metal of at least 1 bulk


Effect An assault alloy can liquefy the metals of their body and travel up to their Speed through spaces with contiguous metal, even if it's not uniformly connected (as in a scrap heap or a pile of treasure). This movement doesn't trigger reactions.


Arcane Innate Spells (DC 33, +25 to hit)

Cantrips (7th Level): Detect Metal
4th Level: Rust Cloud
5th Level: Impaling Spike
6th Level: Wall of Metal



Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Metal

Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal.