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PFS StandardQuickiron Plasm

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.

Recall Knowledge - Elemental (Arcana, Nature): DC 19
Unspecific Lore: DC 17
Specific Lore: DC 14

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Quickiron PlasmCreature 3

Large Elemental Metal 
Source Rage of Elements pg. 154 2.0
Perception +8; darkvision, magic scent
Skills Athletics +10, Stealth +8
Str +6, Dex +2, Con +5, Int -4, Wis +0, Cha -2
Magic Scent The quickiron plasm can sense magical auras from up to 1 mile away as an imprecise sense.
AC 18; Fort +11, Ref +6, Will +8
HP 50; Immunities critical hits, bleed, paralyzed, poison, precision, sleep; Resistances electricity 5
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 [reaction] 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.
Speed 15 feet
Melee [one-action] pseudopod +10 [+5/+0] (reach 10 feet), Damage 2d6-2+6 bludgeoning plus GrabConstrict [one-action] 2d6 bludgeoning, DC 20

Sidebar - Treasure and Rewards 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 18 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.

All Monsters in "Elemental, Metal"

NameLevel
Abysium Horror10
Ferrous Butterfly1
Kinzaruk3
Living Lodestone6
Melomach13
Mercurial2
Nanoshard Swarm9
Oregorger11
Quickiron Plasm4
Rust Scarab5
Skymetal Striker7

Elemental, Metal

Source Rage of Elements pg. 153 2.0
Metal elementals can manifest in a wide variety of different forms, from shapeless amalgams of different metals to humanoid and beast-like monstrosities.

Elemental

Related Groups Elemental, Air, Elemental, Air, Elemental, Earth, Elemental, Earth, Elemental, Fire, Elemental, Fire, Elemental, Mephit, Elemental, Scamp, Elemental, Water, Elemental, Water, Elemental, Wisp, Elemental, Wood
The Elemental Planes—primordial realms defined by aspects of air, earth, fire, or water—are home to a diverse group of beings known as elementals. Spellcasters on the Material Plane call upon elementals for aid, though these enigmatic creatures can also travel to the world of mortals via interplanar gateways and rifts. The elementals on these pages exemplify the creatures of the Elemental Planes, but this list is by no means exhaustive.

Sidebar - Additional Lore 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.