Mercurial
A trully mighty beast, this creature is a legendary hydra possessant of all four of the major elements.
This brute has only four heads, each one a different color representing one of the four primary elements (red for fire, blue for air, white for water, and green for earth.
Special Attacks: The squark combines the nastiest attacks of a megalodon and a giant squid, and also brings innate psionics to the table.
__Breath Weapon (Su):
__Mental Blast (Ex): To use this ability, the squark must hit a medium-size or smaller opponent with a tentacle rake attack. If it gets a hold, it can constrict
__Borrow Form (Ex): A mercurial who has shed its skin can merge not only with its own skin, but with the body of another living creature. This roughly duplicates a magic jar spell. This is done most often to experience life through that person's senses. Only a rogue mercurial is likely to use this ability against someone else's will, and only they will stay long enough to cause serious harm. While this ability confers no control over the host, it is a very potent form of protection. Unwilling victims of a merge may attempt a Fortitude save (DC 18) to resist. Willing subjects receive no save. A successful merge causes the temporary lose of 1d4 points of Constitution per turn to the host. The host must also succeed a Fortitude save (DC 14) to recover these lost points, at a rate of 1/day. A failure means that the loss is permanent. Reduction to 0 Con obviously results in death of the host, at which point the mercurial ends its possession. The mercurial's merged flesh only takes damage after the host's hit points drop to 0. Once the mercurial begins to take damage, it must immediatley abandon the host. A mercurial's regeneration never benefits a host, only its own skin and bones.
__Wish (Sp): A mercurial in Hyper-Reality can cast wish at no experience cost or aging once a turn.
Special Qualities: Mercurials have the following special qualities.
__Elemental: Due to its poly-elemental nature, the meta-elemental hydra is resistant to any of the four elements, as if it had all four elemental subtypes. Any attack that makes use of one of the elements is automatically attracted to the head of the corresponding element.
__Shed Skin (Ex): Mercurials have the bizarre ability to step out of their skin. Their inner flesh and organs can exist apart from the rest of their bodies. In their home realm, Beldaari, they do this to represent the abandonment of a corporeal anchor to commune with their deity. In this form, thier outer flesh is inert andtheir inner flesh is incorporeal. Seperated, both each have the mercurial's hit points, so when split with 62 hp remaining, each has 62 hp. If the skin and bones (or the merged mercurial) is reduced to -10 hit points, it dies.
__Regeneration (Ex): A mercurial's inner flesh can regenerate 3 hp/round. If merged together, both the flesh and bones/skin regenerate in this way.
__Hyper-Reality Powers (Ex): Mercurials come from Beldaari, a region of hyper-reality. When at home, their every thought can become reality, reflected in Wish, above. Also, they possess DR -/+1 and the Superior Initiative feat.
__Plane Shift (Sp): Mercurials can plane shift 2/day. This ability can take them from the Material Plane to Beldaari or from the Beldaari to the Material Plane only.
__Telepathy (Su): Mercurials can, and prefer to, speak telepathically. They can speak with any thinking creature and have a range of 1000 feet.
Hyper-Reality: Hyper reality encompasses the region of Mount Celestia that is Beldaari. Here, movement rates and damage rolls off all beings are doubled; range, duration, effect, and area of effect of all spells are doubled; and experience points are calculated at double the normal rate. This plane appears as a giant forest. It is accessable only by one portal that lies in a hidden corner of Mount Celestia or by plane shifting, which only works if one has already been there before. The only intelligent creatures there are the mercurials and their unknown god, a being of pure, unencumbered thought. Everything else in the great forest is of animal intelligence.
Medium-sized Outsider (quasi-incorporeal)
Hit Dice: 14d4+19 (120 hp)
Initiative: +3(Dex), +4 (Improved Initiative) [+3 (Dex), +12 (Superior Initiative)]
Speed: 45 ft. [90 ft.]
AC: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15 [23 (+3 Dex, +10 natural), touch 13, flat-footed 20)]
Attacks: 2 punches +10
Damage: Punch 1d8+1 [Punch 2d8+2]
Face/Reach:
Special Attacks: Psionics, mind blast, borrow form, [wish]
Special Qualities: Quasi-incorporeal, skin shed, regeneration 3, hyper-reality powers, plane shift, telepathy, [DR -/+1]
Saves:
Abilities: Str 15, Dex 17, Con 18, Int 20, Wis 18, Cha 16
Skills:
Feats:
Climate/Terrain: Hyper-reality
Organization: Solitary or family
Challenge Rating:14
Treasure: None
Alignment: Always neutral
Advancement: as Character Class (often psion)
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