| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +7 |
| DEX | 18 | +4 | +18 |
| CON | 22 | +6 | +22 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 14 | +2 | +15 |
| CHA | 14 | +2 | +2 |
Liquid Metal Form. The T-1000 can move through openings as narrow as 1 inch wide.
It may:
- flatten itself beneath doors,
- flow through bars,
- or reshape damaged limbs instantly.
It cannot be grappled or restrained by nonmagical means.
Adaptive Morphology. The T-1000 can transform its limbs into: blades, hooks, spears, shields, or tools.
Weapon attacks made by the construct are considered magical.
Liquid Reconstruction. At the start of each of its turns, the Argent Mimic regains 20 hit points unless:
- is inside an antimagic field,
- or was damaged by adamantine weapons.
If reduced to 0 hit points, the Argent Mimic collapses into inert liquid metal. Unless exposed to:
- disintegration,
- or powerful transmutation magic,
it reforms after 1 minute with half its hit points.
Whenever the T-1000 takes slashing or piercing damage: reduce the damage by 5.
Perfect Pursuit. Once the T-1000 identifies a target creature, it always knows: the direction of the target and whether the target is alive, provided both exist on the same plane.
The target can only break this effect through:
- Wish,
- Divine intervention,
- Immersion in an antimagic field for 24 continuous hours.
Imitative Surface. The construct can perfectly imitate: clothing, armor, facial appearance, and voice.
However: it cannot imitate complex coloration perfectly, and creatures inspecting it carefully may notice metallic reflections beneath the skin.
A creature may make a DC 18 Investigation check to notice inconsistencies.
Cold Vulnerability. Extreme cold destabilizes its liquid body.
When the T-1000 takes cold damage:
- its speed is reduced by 10 ft until the end of its next turn,
- it loses its reaction.
If it takes 30 or more cold damage in a single turn: its AC becomes 8 and can't use Liquid Reconstruction until the end of its next turn.
Multiattack. The T-1000 makes 3 attacks.
Blade Limb. Melee Weapon Attack: +10 to hit, reach 10 ft. Hit: 17 (3d8 + 5) slashing damage.
Piercing Spike. Melee Weapon Attack: +10 to hit, reach 15 ft. Hit: 15 (2d10 + 5) piercing damage.
The target must succeed on a DC 18 Constitution saving throw or suffer:
- bleeding internal injuries,
- taking 2d6 necrotic damage at the start of each turn.
The target may repeat the save at the end of each turn.
Straight Move. Move up to its speed without provoking opportunity attacks.
Melt Through. Move through a solid object or wall up to 5 feet thick.
If ending inside an occupied space: it there takes 4d10 force damage.
Terminate. Make one Blade Limb attack.
Identity Echo. When targeted by a spell or attack from a creature it has studied for at least 1 minute, the T-1000 may briefly mimic that creatureβs appearance and voice.
The attacker must succeed on a DC 16 Wisdom saving throw or:
- hesitate,
- granting disadvantage on the triggering attack.
Liquid Evasion. When subjected to an effect requiring a Dexterity saving throw, the T-1000 may flatten or split its body unnaturally.
On a successful save: it takes no damage instead of half damage.
Through the Wound. When hit by a piercing weapon, the T-1000 may allow the weapon to pass harmlessly through its body.
- The damage becomes 0.
- The attacking creature must succeed on a DC 18 Strength save or the weapon becomes trapped inside the construct.
The construct may eject the weapon harmlessly at any time.
Impersonate. The T-1000 magically copies a humanoid it has touched within the last 24 hours. The transformation is visually perfect. Equipment is imitated but nonfunctional
Description
Forged in a forgotten age by artificers obsessed with perfect law enforcement, the T-1000 was designed to hunt:
Unlike ordinary constructs, the T-1000 possesses no fixed anatomy.
Its body is composed of magically stabilized living quicksilver bound together by runic force.
It does not breathe. It does not tire. It does not negotiate.
It identifies a target. Then it walks toward them.
βVeteran warriors quickly learn the construct does not fear injury.
Blades pass through it. Arrows vanish inside it.
It walks forward anyway.ββMost monsters hunt because they are hungry.
The T-1000 hunts because somewhere, long ago, someone told it to.β
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