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Temperbrand

Temperbrand is a 14-foot-tall elemental with a shape reminiscent of a dwarf, but she appears to be made entirely from orange-and-white heated metal. Blades form and collapse on her skin, the metal folding over itself constantly as she moves and fights, but the swordlike lengths that replace her hands remain in place at all times. She fights with vicious gusto, slicing through foes as her limbs either transform into fiery blades or eject metal shrapnel from her body, propelled by pockets of steam and super-heated air.

Temperbrand was created by Gorum as the embodiment of modern weapons and the potential of the forge to create any instrument of war. She is a merger of Forgeheart, a powerful fire elemental, and Slageater, a powerful metal elemental. Gorum had the two elementals fight side by side for 300 years before merging them into one entity.

Temperbrand is often sent to bolster soldiers who are outmatched in an attempt to even the odds on the battlefield, making for a more spectacular war in Gorum's eyes. She might appear before a quartermaster and supply as many blades, shields, and suits of armor as they require, creating the armaments from her own body.

Recall Knowledge - Elemental (Arcana, Nature): DC 48
Unspecific Lore: DC 46
Specific Lore: DC 43

Elite | Normal | Weak
Proficiency without Level

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

Elite TemperbrandCreature 19

Unique Huge Elemental Fire Metal 
Source Prey for Death pg. 117
Perception +33; darkvision, tremorsense (imprecise) 60 feet
Languages Common, Jotun, Pyric
Skills Athletics +37, Crafting +31, Intimidation +33
Str +9, Dex +5, Con +9, Int +3, Wis +5, Cha +5
AC 43; Fort +37, Ref +31, Will +29
HP 355; Immunities fire; Resistances physical 15; Weaknesses cold 15
Vulnerable to Water Whenever Temperbrand is targeted with a water effect, she takes 6d6 cold damage and becomes slowed 1 for 1d4 rounds as her body hardens into solid metal. As long as she remains slowed, her Armor Class increase to 43.Molten Spray [reaction] (fire, primal) Trigger Temperbrand takes physical damage; Effect Temperbrand's body erupts at the site of the damage to spray molten iron into an adjacent square of her choice. Any creature occupying that square takes 9d6 fire damage (DC 39 basic Reflex save).
Speed 30 feet, climb 30 feet, burrow 10 feet
Melee [one-action] slagblade +37 [+32/+27] (reach 15 feet, versatile P), Damage 3d10+2+17 slashing plus 2d6 fireMelee [one-action] foot +37 [+32/+27] (magical), Damage 3d10+2+17 bludgeoning plus 2d6 fireHurl Slagblade [two-actions] (divine, fire, incapacitation, primal) Temperbrand whips an arm at a target within 120 feet, causing her slagblade to detach and fly through the air. The target creature must attempt a DC 42 Reflex save. Temperbrand regrows a new slagblade instantly but can't use Hurl Slag again for 1d4 rounds.
Critical Success The creature is unaffected.
Success The creature takes 5d10 fire damage.
Failure The creature takes 10d10 fire damage, and the slag hardens, causing the creature to become slowed 1 for 3 rounds. A creature can end the slowed condition early by Escaping (DC 42) the confining slag.
Critical Failure The creature takes 20d10 fire damage, and the slag swiftly anchors them in place, causing the creature to become restrained until they Escape (DC 42).
Ooze Form [one-action] (concentrate, polymorph, primal) Temperbrand's body becomes amorphous. Her AC becomes 30, and she becomes immune to critical hits and precision damage. While in this form she is blind (but retains her tremorsense), and her Speeds are reduced by 15 feet (to a minimum of 5 feet). She can move through spaces as if she were a Tiny creature without penalty. As long as she remains in Ooze Form, she can't make slagblade Strikes or Hurl Slagblade, but she gains Trample. She can end Ooze Form by using this action again.Slagblade Storm [three-actions] Temperbrand Strikes all creatures within her reach with a slagblade Strike. Her multiple attack penalty doesn't increase until the end of this activity.Trample [three-actions] Large or smaller, foot, DC 42

Sidebar - Treasure and Rewards Temperbrand's Corpse

It hasn't happened yet to the powerful elemental, but if Temperbrand is slain, her body collapses swiftly in upon itself, transforming into a powerful magic maul which bears her name.

All Monsters in "Servitors of Gorum"

NameLevel
Bloody Hands16
Saint Fang18
Temperbrand18

Servitors of Gorum

Source Prey for Death pg. 114
All deities maintain favored agents to work their will among mortals. Heralds are among the most well-known of these agents—unique entities who serve as the deity's mouthpiece and messenger and are often sent in response to a mortal spellcaster requesting aid in the form of a planar servitor ritual. But a deity's herald isn't the only agent permitted to walk among worshippers or smite enemies of the faith. Those called servitors are unique, powerful, and stand among the deity's most devoted adherents.

Servitors are quite powerful, yet they're not truly immortal. Any servitor of the divine may be slain in battle or through misadventure. In some cases, a slain servitor's body vanishes and is replaced by a powerful treasure. In others, the body itself simply crumples to the ground as a corpse. Servitors can be restored to life at a deity's whim, yet in many cases their deity won't immediately grant this resurrection and may simply seek to create or elevate an entirely different servitor. Should the unthinkable happen and a deity themselves perish, their existing servitors do not die but are immediately aware of the fact that their creator has ceased to be. Some myths tell of servitors who have then gone on to ascend in power and replace their creator as a demigod or even a deity themselves, while in other stories, a desperate servitor may seek out a new god or goddess to devote themselves to.

While servitors are all unique creatures, in most cases they were once mortal worshippers—be they humanoid or otherwise—who have particularly pleased their deity. The resulting powers and abilities granted to the servitor vary wildly, but it's almost unheard of for a servitor of any deity to be less powerful than 15th level, or at least a few levels above what they possessed in their previous life. While there are not limits to the number of servitors a deity might keep, most gods traditionally keep no more than three.

In Gorum's case, his three most well-known servitors are comprised of a demon, dragon, and an elemental, creatures who either embody the chaos of battle or the raw spirit of the forge. In each case, these unique servitors' worldview and philosophy closely match that of their Lord in Iron, leaving them outcasts or even pariahs among others of their kind. Yet to Bloody Hands, Saint Fang, and Temperbrand, there is no greater comfort in life than service to the god of war.