Magneto-clusters are usually created when several smaller ferrofluid oozes combine. There have, however, been documented cases of these creatures spontaneously appearing after large industrial accidents. Like their smaller “cousins,” magnetocluster oozes seek out sources of electromagnetism. They also search for and consume magnetic objects and metals capable of being magnetized. They completely disregard organic life and usually are only a danger when a life-form doesn't want to relinquish their magnetic material. Some clusters consume so much metal and objects they're mistaken for scavenger slimes. Any metal consumed by a magnetocluster immediately becomes magnetic.
As living magnetic accelerators, ferrofluid magneto-cluster oozes are capable of launching the metal they collect at high speeds as a defense mechanism. They do so at such high velocities as to make even a simple metal shard accelerate fast enough to puncture high-tech ballistic armor.
Elite |
Normal |
Weak
Perception +16 (magnetic sense (precise) 100 feet, no vision)
Str +7
Dex +3
Con +7
Int -5
Wis +0
Cha +0
Magnetic Sense A ferrofluid magneto-cluster can feel magnetic fields, allowing it to detect large sources of magnetic metal (Bulk 1 or greater) and items with the
tech trait within the listed range.
HP 400
Resistances electricity 10, physical 10 (except adamantine)
Weaknesses demagnetization
Demagnetization A ferrofluid magneto-cluster that takes
fire damage has its magnetic field deactivated until the end of the cluster's next turn. It releases itself from any creature it was attached to, drops any held items, and can't use Magnetic Leap or Attach until its magnetic field returns.
Magnetic Field (
aura,
metal,
primal) 30 feet. A ferrofluid magneto-cluster is surrounded by a constant field that interferes with nearby equipment. Items with the
tech trait inside the aura take a –1 circumstance penalty to all checks using them. Unattended metal objects in the aura of 1 Bulk or less are pulled adjacent to the cluster.
Speed 20 feet, climb 20 feet (magnetic surfaces only)
Melee
[one-action]
pseudopod +26
,
Damage 3d10+10 bludgeoning plus Attach
Ranged
[one-action]
spit metal +24
,
Damage 3d8+10 piercing
Attach
A ferrofluid magneto-cluster can attach itself to any creature its size or larger that has the
tech trait or is wearing or wielding items with the tech trait. This is similar to
Grab, but the cluster moves with that creature rather than holding it in place. As long as the cluster is attached, it's
off-guard, and the creature it's attached to must succeed at a DC 11 flat check to
Interact with items with the tech trait. On a failure, the item becomes attached to the cluster (treat as if being held by the cluster).
Magnetic Leap
[one-action]
The ferrofluid magneto-cluster instantly Attaches to a creature within its magnetic field that meets the requirements of that ability. A ferrofluid magneto-cluster can't use this ability again for 1d4 rounds.
Metal Storm
[two-actions]
The ferrofluid magneto-cluster contracts, then spews metal shards in a 30-foot cone, dealing 5d8
piercing damage (DC
30 basic Reflex save). Any creature that fails its save is also
clumsy 1 for 1 round (clumsy 2 on a critical failure).
Polarity Shift
[two-actions]
The ferrofluid magneto-cluster shifts the polarity of its magnetic field, causing it to briefly repulse magnetic objects. Each creature in a 30-foot emanation must attempt a DC
30 Reflex save or else they're forced to drop any items with the
tech trait they're wielding in an adjacent square. In addition, each creature with the tech trait or wearing armor with the tech trait must succeed at a DC
30 Fortitude save or be knocked
prone.