Quicksilver Ooze

William T. Thrasher
Quicker than normal silver.

A flash of reflected torchlight is the only warning most receive before this fluid monstrosity flows out of the darkness like liquid lightning.

GRAY OOZE CR 5
XP 1,600
N Medium ooze
Init +4; Senses blindsight 60 ft.; Perception –5

DEFENSE

AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 32 (5d8+10)
Fort +3, Ref +5, Will –4
Defensive Abilities ooze traits; Immune cold, fire
 

OFFENSE

Speed 30 ft.
Melee slam +6 (1d6+4 plus grab)

STATISTICS

Str 16, Dex 18, Con 15, Int —, Wis 1, Cha 1
Base Atk +3; CMB +6 (+10 grapple); CMD 20 (can't be tripped)

ECOLOGY

Environment dungeons, alchemical laboratories, and poluted wastelands
Organization solitary
Treasure none


SPECIAL ABILITIES

Reflective Surface (Ex) When a quicksilver makes a successful save against a spell or spell like ability that allows a save, the spell or effect rebounds, striking the original caster instead (see spell turning). Additionally, when a quicksilver fails a save against a spell of effect that normally deals half damage on a successful save, the quicksilver takes half damage instead.

Alchemical Appetite (Ex) When a quicksilver consumes a potion, poison, or oil, the consumed item's normal properties do not take effect. Instead, roll on the table below to determine what effect the substance has on the quicksilver. If this ability would cause a quicksilver to regain more than its usual maximum of hit points, it immediately splits into two quicksilvers, splitting the originals hit points, including any overage, between them. A quicksilver can attempt a steal combat maneuver as part of a successful grapple, but only to steal potions, poisons, and oils. A quicksilver consumes all stolen substances as a free action at the beginning of its turn.

d100 Effect
01-25 Immediately heal 2d6 damage.
26-50 Effected as if by haste for 1d6 rounds.
51-75 Produces an obscuring mist for 1d6 rounds.
76-00

Effected as if by slow for 1d6 rounds.

 

Believed to be the byproduct of an unfortunate wizard's alchemical research, quicksilvers are oozes baring the same reflective appearance as the element that is their namesake. Resembling nothing so much as an agitated puddle of mercury, quicksilvers flow quickly through environments where they seek out the rare elements that are their preferred food. While they can leech many of these elements out decomposing corpses and the nitre-coated walls of deep caverns, quicksilver's prefer the active chemicals and reagents found in alchemical laboratories and potions. Indeed, quicksilvers are more interested in the potions on an adventurer's person than they are in the trace elements within their bodies. As such, dungeoneers with a potion to spare are known to distract the simple creatures by smashing a potion bottle against a wall and moving on while the ooze quickly flows away to soak up the spillage.

Quicksilvers are considered pests by alchemists and wizards, who will pay dearly to eliminate an infestation. As the quicksilver's reflective skin renders most magical pest control ineffective, they must rely on the strength and cunning of others.