Quicksilver Elemental

Level

KXP

1

0

2

9

3

18

4

36

5

90

6

180

7

360

8

675

9

1260

10

2610

11

3960

12

5310

13

6660

14

8010

15

9360

16

10710

17

12060

18

13410

19

14760

20

16110

21

17460

22

18810

23

20160

24

21510

25

22860

26

24210

27

25560

28

26910

29

28260

30

29610

31

30960

32

32310

33

33660

34

35010

35

36360

36

37710

Quicksilver Elemental

Requisites:

Con 4+2*lvl (can owe)

Alignment:

C any

HD/level:

& 2m0

Weapon Prof.:

& 4+level/6

To Hit Table:

Mon

Saves:

Mon

Groups:

Monster

The HD means to multiply your normal Con bonus by itself for each level.

Gets a free wild talent in Psi 15.

Each Level: 0.1 free racial adjective in Mutations.

Level 1: May weapon specialize with unarmed attacks as if they were weapons.

Levels 1-5: Pick one of these per level:

   A. 1M: Summon a DL=(LVL)/2 +1 Elemental or Eelemental

   B. 1V, 1/s: You gain a copy of one psi/spell-like ability of target monster until next segment. (IR to resist).

   C. Your body turns to living mercury; +4 Str; DR 10/-; +10 AC; -4 Dex, Poison by touch (death/40).

   D. 1F: High-Frequency Sample (result is not "kept in memory")

   E. +LVL/2 tentacles (treat as arm with no hand, wield at ½ Str), each tentacle is a separate set of limbs.

Level 7: Breathe Mercury (E=5, dmg=current hp, save ½ ).

Level 8: Your body is amorphous and can move and flow like water.

Level 9: 1F, 1/reset: You attach yourself to a target (IR resists) and Dominate him. You may use that creatures spell/psi abilities as though they were your own on your action.