Mercurian

The clay-like flesh of this mutable creature constantly flows, but always returns to a vaguely humanoid shape, allowing it to wield its gear as if it were a solid humanoid.

Mercurian CR 1/2

XP 200
Mercurian alchemist 1
N Medium ooze
Init +3; Senses darkvision 60 ft.; Perception +5

AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +1
Immune critical hits, paralysis, precision damage, sleep
Weaknesses sighted, unstable

Speed 30 ft.
Melee dagger +3 (1d4+1/19–20)
Ranged light crossbow +3 (1d8/19–20)
Special Attacks bomb (4/day, +4 ranged, 1d6+3 damage), mutagen
Alchemist Extracts (CL 1st)
1st—cure light wounds, disguise self

Str 12, Dex 16, Con 13, Int 17, Wis 10, Cha 6
Base Atk +0; CMB +1; CMD 14
Feats Brew Potion (B), Throw Anything (B), Weapon Finesse
Skills Craft (alchemy) +8, Disable Device +7, Escape Artist +8, Heal +4, Perception +4, Knowledge (arcana) +7, Sleight of Hand +7, Spellcraft +7; Racial Modifiers +8 Escape Artist
Languages Aklo, Common, Draconic, Undercommon
SQ alchemy, compression, vaguely humanoid

Environment any land
Organization solitary, pair, or gang (3–5)
Treasure NPC gear (leather armor, dagger, light crossbow with 20 bolts, portable alchemist’s lab)

Sighted (Ex) A mercurian can perceive light coming from one direction at a time using a portion of its body surface, in much the same way a human can perceive light using eyes. Unlike most oozes, a mercurian is not blind, doesn’t have blindsense, is not immune to visual attacks, and can be flanked.
Unstable (Ex) A mercurian’s body chemistry and surface tension exist in a state of tenuous equilibrium. Unlike most oozes, a mercurian is not immune to poison or stunning. Because its form is so easily displaced from its normal state, a mercurian also lacks immunity to polymorph effects.
Vaguely Humanoid (Ex) Though made of ooze, a mercurian’s body retains a vaguely humanoid shape the majority of the time. A mercurian can wield and wear gear as if it were a humanoid creature, and has the same magic item body slots as a humanoid creature, accordingly.

Mercurian Characters

Mercurians are defined by their class levels—they do not possess racial HD. They have the following racial traits.

+2 Dexterity, +2 Intelligence, –2 Charisma: Mercurians are quick in body and mind, but are inherently strange.
Ooze: Mercurians have the ooze creature type. Mercurians are immune to critical hits, paralysis, precision damage, and sleep. Mercurians eat and breathe, but do not sleep.
Mutable: Mercurians have a +8 racial bonus on Escape Artist checks and gain the compression special quality.
Sighted: See Mercurian stat block.
Unstable: See Mercurian stat block.
Vaguely Humanoid: See above.
Languages: Mercurians begin play speaking Common. Mercurials with high Intelligence scores can choose any languages they want (except secret languages like Druidic).

In the distant past, the mercurians were a race of humanoids that practiced advanced forms of alchemy. But their race was changed forever when an alchemical process designed to grant immortality instead transformed their entire population into a race of sentient ooze.

A mercurian, while comprised of a flowing, clay-like flesh, tends to retain a vaguely bipedal shape, the result of an inherently humanoid mind imposing its will upon a mutable, alien body. A mercurian’s form undergoes constant distortions that defy this baseline shape, especially while moving quickly, but these changes are fleeting; the mercurian always snaps back into a roughly humanoid form.

Mercurians can and do wear clothing, wrapping themselves in humanoid attire to give their bodies added definition, and to get a feel for their lost, humanoid heritage. They can also carry and manipulate gear in the same manner as a biped with opposable thumbs. This allows mercurians to pursue their traditional pastime of alchemy, which they have not abandoned, despite the mishaps of the past.

Section 15: Copyright Notice – Epic Meepo Presents

Epic Meepo Presents: Monsters. © 2011-2012, Eric Morton.
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