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Template Grafts | Universal Monster Rules

Quicksilver Drifter

Source Starfinder #41: Serpents in the Cradle pg. 58

Quicksilver Drifter CR 5

XP 1,600
N Large animal
Init +3; Senses low-light vision; Perception +11
Aura gas cloud (15 ft., DC 13)


HP 70
EAC 17; KAC 19
Fort +8; Ref +6; Will +4
Weaknesses slowsilver, vulnerable to cold


Speed 50 ft., fly 10 ft. (Ex., clumsy)
Melee claw +14 (1d6+10 B or S) or slam +14 (1d6+10 B)
Space 10 ft.; Reach 10 ft.
Offensive Abilities amalgamating spit (DC 13), trample (1d6+10, DC 13)


STR +5; DEX +3; CON +4; INT -4; WIS +2; CHA -1
Skills Acrobatics +11, Athletics +16
Other Abilities mercury adapted


Environment any land (Weydana-2)
Organization solitary, pair, or herd (3–12)

Special Abilities

Amalgamating Spit (Ex) The quicksilver drifter can spit a wad of catalyzed mercury that rapidly degrades inorganic materials and fuses parts together. As a standard action, the quicksilver drifter attempts a ranged attack against the EAC of a target up to 60 feet away, with a +11 modifier. On a hit, the target attempts a DC 13 Fortitude save; on a success, the spit has no effect. On a failed save, if the target is a creature that can be targeted by spells that affect objects, the creature takes 4d4+8 damage and is staggered for 1 round. Otherwise, one item worn or wielded by the target becomes broken, and the target takes 2d4+4 damage. The quicksilver drifter can’t use this ability again for 1d4 rounds.
Gas Cloud (Ex) A quicksilver drifter constantly expels a cloud of mercury gas in a 15-foot radius. Creatures that enter or begin their turn in the cloud must succeed at a DC 13 Fortitude save or be sickened for 1d4 rounds.
Mercury Adapted (Ex) Quicksilver drifters have adapted to life in lakes of liquid mercury. They can breathe in this environment but can also survive on land.
Slowsilver (Ex) If the quicksilver drifter takes more than 20 cold damage in a round, it is staggered for 1 round as the mercury inside it solidifies.


Quicksilver drifters are six-legged animals with two dorsal ridges that store dozens of gallons of mercury for the creatures’ one-way trip inland for the breeding season. Drifters hatch in clutches in the mercury lake, and one dominant clutchmate matures while the others cease development to live in a pouch on their sibling’s underside; the mature drifters fill their mercury reserves and head inland. On this journey, the hosts’ body chemistry changes, resulting in an unusual spit that they can use to discourage predators. Hosts die within two days of reaching the breeding grounds, releasing their immature clutchmates to then feed on the hosts’ remains. Anything leftover provides the surrounding flora and fauna with the materials needed to survive until the next mating season. The smaller clutchmates then partially mature, mate, and return to the lake on dorsal reservoirs of mercury. There, they deposit their eggs beneath the lake’s silvery surface, and the cycle begins anew.