Quickiron PlasmCreature 4
Source Pathfinder Rage of Elements
Perception +8 (darkvision, magic scent)
Languages none
Skills Athletics +12, Stealth +10
Str +6, Dex +2, Con +5, Int -4, Wis +0, Cha -2
AC 20; Fort +13; Reflex +8; Will +10;
HP 65
Speed 15 feet
Immunities bleed, paralyzed, poison, sleep, critical hits, precision
Resistances Electricity 5
Pseudopod
+12 (+7, +2) to hit (reach 10, unarmed) 2d6+6 BludgeoningMagic Scent
The quickiron plasm can sense magical auras from up to 1 mile away as an imprecise sense.
Djezet ExtractionWhen 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 FeedbackThe 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
Trigger The quickiron plasm succeeds at a saving throw against a spell
Effect The quickiron plasm consumes energy from the spell, regaining 5 Hit Points per rank of the spell.
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
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
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 made almost entirely of metal, most are composed of layers of different metals in tiny fragments, as complex as a body of flesh or plant matter. Many of these metals are rusted or decayed from the natural, slow entropy of the Plane of Metal.
Traits
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.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
MetalEffects 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.