Mercurian alchemist 1
N Medium ooze
Init +3; Senses darkvision 60 ft.; Perception +5
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +1
Immune critical hits, paralysis, precision damage, sleep
Weaknesses sighted, unstable
Speed 30 ft.
Melee dagger +3 (1d4+1/19–20)
Ranged light crossbow +3 (1d8/19–20)
Special Attacks bomb (4/day, +4 ranged, 1d6+3 damage), mutagen
Alchemist Extracts (CL 1st)
1st—cure light wounds, disguise self
Str 12, Dex 16, Con 13, Int 17, Wis 10, Cha 6
Base Atk +0; CMB +1; CMD 14
Feats Brew Potion (B), Throw Anything (B), Weapon Finesse
Skills Craft (alchemy) +8, Disable Device +7, Escape Artist +8, Heal +4, Perception +4, Knowledge (arcana) +7, Sleight of Hand +7, Spellcraft +7; Racial Modifiers +8 Escape Artist
Languages Aklo, Common, Draconic, Undercommon
SQ alchemy, compression, vaguely humanoid
Environment any land
Organization solitary, pair, or gang (3–5)
Treasure NPC gear (leather armor, dagger, light crossbow with 20 bolts, portable alchemist's lab)
Sighted (Ex) A mercurian can perceive light coming from one direction at a time using a portion of its body surface, in much the same way a human can perceive light using eyes. Unlike most oozes, a mercurian is not blind, doesn't have blindsense, is not immune to visual attacks, and can be flanked.
Unstable (Ex) A mercurian's body chemistry and surface tension exist in a state of tenuous equilibrium. Unlike most oozes, a mercurian is not immune to poison or stunning. Because its form is so easily displaced from its normal state, a mercurian also lacks immunity to polymorph effects.
Vaguely Humanoid (Ex) Though made of ooze, a mercurian's body retains a vaguely humanoid shape the majority of the time. A mercurian can wield and wear gear as if it were a humanoid creature, and has the same magic item body slots as a humanoid creature, accordingly.