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Alchemeleon

This lizard-shaped construct is made of a mirror-like, silvery substance.

Alchemeleon CR 9

XP 6,400
N Large construct (elemental)
Init +7; Senses darkvision 60 ft., low-light vision, Perception +12

AC 23, touch 12, flat-footed 20 (+3 Dex, +11 natural, –1 size)
hp 106 (12d10+40); fast healing 5
Fort +6, Ref +9, Will +6
Defensive Abilities adaptation, construct traits, elemental traits

Speed 50 ft., climb 50 ft., swim 50 ft.
Melee bite +17 (2d6+6), 2 claws +17 (2d6+6)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 20th; concentration +15)

At will—feather fall (as an immediate action, self only), meld into stone

Str 22, Dex 16, Con —, Int 3, Wis 11, Cha 1
Base Atk +12; CMB +19; CMD 32 (36 vs. trip)
Feats Cleave, Improved Bull Rush, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Skills Climb +14, Perception +12, Swim +14
Languages Common (cannot speak)

Environment any
Organization solitary
Treasure none

Adaptation (Su) As an immediate action an alchemeleon can perform in response to taking damage of any of the types listed below, the alchemeleon gains the benefits listed for that damage type. These benefits last until the alchemeleon either activates its adaptation ability again or is destroyed.

Acid: The alchemeleon gains immunity to acid, and gains stinking cloud (DC 13) as an additional spell-like ability, usable at will.

Cold: The alchemeleon gains immunity to cold, and gains sleet storm as an additional spell-like ability, usable at will.

Electricity: The alchemeleon gains immunity to electricity, and gains lightning bolt (DC 13) as an additional spell-like ability, usable at will.

Fire: The alchemeleon gains immunity to fire, and gains fireball (DC 13) as an additional spell-like ability, usable at will.

Sonic: The alchemeleon gains immunity to sonic damage, and gains sound burst (20-foot radius, spell level 3rd, DC 13) as an additional spell-like ability, usable at will.

Weapon: The alchemeleon gains DR 5/adamantine.


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