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View Full Version : [3.5] Creature - How much can Rusty rust? (Vers 3)



Sintanan
2010-04-22, 03:44 PM
From a topic I read a while ago I was inspired to see exactly how much rust I could work into a rust monster.
--
Vers 1: CR 5. Half-rust dragon rust monster. Two ways to rust things.
Vers 2: CR 10. Advanced spellwarped half-rust dragon rust monster with character classes. Four ways to rust things.
Current: CR 12. As vers 2, but with more class. Five ways to rust things.
Note: Make Rusty scarier! Advance him (again) one or more hit dice so he becomes large and gets wings (as per half-dragon).

@TheMadLinguist: I'm still looking for what domain grants the ability to corrode metal. It'd be nice to give Rusty a sixth way to trash metal.
--

Rusty
This insectlike, pony-sized creature walks on two legs with an overall kobold-like
build. It is covered in tarnished metallic scales and has chitinous plates covering its
tail which ends in a bony projection that looks like a double-ended paddle. Two long
antennae are on its head, one beneath each eye. Its two hands are capped with
vicious looking claws and a row of sharpened teeth line its maw.
XX The creature has a rusted and pitted iron gauntlet on one arm and a rusty
bag tied to its waist. The creature smiles at you and you can see both a ravenous
hunger and a demonic intellect in its eyes as its claws drip with a reddish brown
liquid.

RustyXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX CR 12
Advanced (6 HD) spellwarped half-rust dragon rust monster
XX fighter 2/disciple of Dispater 3/kensai 2
Always LE Medium aberration
Init +4; Senses darkvision 60 ft., low-light vision, metalsense 90 ft, scent;
XX Listen +11, Spot +11
Languages Draconic, Infernal
------------------------------------------------------------------------------------
AC 25, touch 14, flat-footed 21
XX (+4 Dex, +11 natural)
hp 122 (13 HD)
Immune acid, paralysis, sleep
SR 24
Fort +11, Ref +9, Will +12
------------------------------------------------------------------------------------
Speed 40 ft. (8 squares)
Melee antennae touch +16 (rust) and
XX bite +11 (1d6+3) or
Melee 2 +1 rusting claws +18 each (1d4+7) and
XX bite +11 (1d6+3)
Base Atk +10; Grp +16
Atk Options Combat Expertise, iron hews, Power Attack
Special Actions breath weapon, power surge
Combat Gear gauntlet of rust, bag of tricks (rust)
Spell-Like Abilities (CL 15th)
XX 1/day -- rusting grasp
------------------------------------------------------------------------------------
Abilities Str 22, Dex 19, Con 19, Int 8, Wis 13, Cha 10
SQ device lore, signature weapon (+2 claws), spell absorption
Feats Alertness, Combat Expertise, Disciple of Darkness, Power Attack, Quicken
XX Breath, Track, Weapon Focus (claw)
Skills Concentration +15, Diplomacy +5, Listen +11, Ride +9, Spot +11,
XX Survival +5
Possessions combat gear plus handy haversack, mundane metal weapons (100
XX gp), gems and jewelery (450 gp)
Advancement 7–8 HD (Medium), 9–15 HD (Large); or by class
------------------------------------------------------------------------------------
Breath Weapon (Su) 30-ft. cone, once every 1d4 rounds, rust, Reflex DC 20
XX avoid. The DC is Constitution-based.
Device Lore (Ex) Trapfinding, +2 competence bonus on Disable Device against
XX 'mostly metal' traps.
Iron Hews (Su) 4/day. +3 divine bonus on damage to all attacks made in the
XX round.
Metalsense (Ex) track metal items by smell up to 90 feet.
Power Surge (Ex) move action to make DC 15 Concentration check to get +8 to
XX Strength one round. Each successful use after the first in 24-hours increases
XX the check DC by 5.
Rust (Ex) successful touch attack corrodes one metal item, magic items allowed
XX Reflex (DC 24) to avoid. The DC is Constitution-based and includes a +4
XX racial bonus. A metal weapon that deals damage to a rust monster corrodes
XX immediately.
Rusting Weapon Enchantment Metal armor or shield struck DC 16 Fort save or
XX lose 1 point of armor bonus. If an item loses all the granted armor bonus it
XX completely corrodes. Shields are affected first.
Spell Absorption (Su) If a spell is negated by spell resistance, Rusty gains its
XX choice of one of the following:
XX - might +4 Enhancement bonus to Strength for 1 minute.
XX - agility +4 Enhancement bonus to Dexterity for 1 minute.
XX - endurance +4 Enhancement bonus to Constitution for 1 minute.
XX - life Gains (5 x negated spell level) temporary hit points.
XX - speed Gains (5 x negated spell level)’ to base movement.
XX - resistance Gain Energy Resistance 10 to one type of chosen energy.

Strategies and Tactics
Rusty starts combat by trying to corrode as much metal as possible to seriously
weaken his opponents. This is accomplished by using his breath weapon
(quickened) in conjunction with rusting grasp or closing into melee.
XX Rusty, unlike the generic rust monster, is not a simple minded beast and has
a rudimentary grasp of tactics and knows when to retreat when the fight turns
sour. Rusty is still plagued by the constant hunger to consume metal found in all
rust monsters, but common sense helps him keep his hunger from getting him
killed.


Version 2 - CR 10
Rusty
This insectlike, pony-sized creature walks on two legs with an overall kobold-like
build. It is covered in tarnished metallic scales and has chitinous plates covering its
tail which ends in a bony projection that looks like a double-ended paddle. Two long
antennae are on its head, one beneath each eye. Its two hands are capped with
vicious looking claws and a row of sharpened teeth line its maw. The creature smiles
at you and you can see both a ravenous hunger and a demonic intellect in its eyes.

RustyXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX CR 10
Advanced (6 HD) spellwarped half-rust dragon rust monster
XX fighter 2/disciple of Dispater 3
Always LE Medium aberration
Init +4; Senses darkvision 60 ft., low-light vision, metalsense 90 ft, scent;
XX Listen +13, Spot +13
Languages Draconic, Infernal
------------------------------------------------------------------------------------
AC 25, touch 14, flat-footed 21
XX (+4 Dex, +11 natural)
hp 103 (11 HD)
Immune acid, paralysis, sleep
SR 22
Fort +11, Ref +9, Will +9
------------------------------------------------------------------------------------
Speed 40 ft. (8 squares)
Melee antennae touch +15 (rust) and
XX bite +10 (1d6+3) or
Melee 2 claws +15 each (1d4+6) and
XX bite +10 (1d6+3)
Base Atk +9; Grp +15
Atk Options Combat Expertise, iron hews, Power Attack
Special Actions breath weapon
Combat Gear gauntlet of rust
Spell-Like Abilities (CL 15th)
XX 1/day -- rusting grasp
------------------------------------------------------------------------------------
Abilities Str 22, Dex 19, Con 19, Int 8, Wis 13, Cha 10
SQ device lore, spell absorption
Feats Alertness, Combat Expertise, Disciple of Darkness, Power Attack, Quicken
XX Breath, Track
Skills Hide +8, Listen +13, Search +6, Spot +13, Survival +5
Possessions combat gear plus gems and jewelery (50 gp)
Advancement 7–8 HD (Medium), 9–15 HD (Large); or by class
------------------------------------------------------------------------------------
Breath Weapon (Su) 30-ft. cone, once every 1d4 rounds, rust, Reflex DC 19
XX avoid. The DC is Constitution-based.
Device Lore (Ex) Trapfinding, +2 competence bonus on Disable Device against
XX 'mostly metal' traps.
Iron Hews (Su) 4/day. +3 divine bonus on damage to all attacks made in the
XX round.
Metalsense (Ex) track metal items by smell up to 90 feet.
Rust (Ex) successful touch attack corrodes one metal item, magic items allowed
XX Reflex (DC 23) to avoid. The DC is Constitution-based and includes a +4
XX racial bonus. A metal weapon that deals damage to a rust monster corrodes
XX immediately.
Spell Absorption (Su) If a spell is negated by spell resistance, Rusty gains its
XX choice of one of the following:
XX - might +4 Enhancement bonus to Strength for 1 minute.
XX - agility +4 Enhancement bonus to Dexterity for 1 minute.
XX - endurance +4 Enhancement bonus to Constitution for 1 minute.
XX - life Gains (5 x negated spell level) temporary hit points.
XX - speed Gains (5 x negated spell level)’ to base movement.
XX - resistance Gain Energy Resistance 10 to one type of chosen energy.

Strategies and Tactics
Rusty starts combat by trying to corrode as much metal as possible to seriously
weaken his opponents. This is accomplished by using his breath weapon
(quickened) in conjunction with rusting grasp or closing into melee and using his
antennae.
XX Rusty, unlike the generic rust monster, is not a simple minded beast and has
a rudimentary grasp of tactics and knows when to retreat when the fight turns
sour. Rusty is still plagued by the constant hunger to consume metal found in all
rust monsters, but common sense helps him keep his hunger from getting him
killed.
Version 1 - CR 5
Half-Rust Dragon Rust Monster
This insectlike, pony-sized creature walks on two legs with an overall lizard-like
build. It is covered in tarnished metallic scales and has chitinous plates covering its
tail which ends in a bony projection that looks like a double-ended paddle. Two long
antennae are on its head, one beneath each eye. Its two hands are capped with
vicious looking claws and a row of sharpened teeth line its maw.

Half-Rust Dragon Rust MonsterXXXXXXXXXXXXXXXXXxxCR 5
Always LE Medium dragon
Init +3; Senses darkvision 60 ft., low-light vision, metalsense 90 ft., scent;
XX Listen +9, Spot +9
------------------------------------------------------------------------------------
AC 22, touch 13, flat-footed 19
XX (+3 Dex, +9 natural)
hp 37 (5 HD)
Immune acid, paralysis, sleep
Fort +3, Ref +4, Will +5
------------------------------------------------------------------------------------
Speed 40 ft. (8 squares)
Melee antennae touch +7 (rust) and
XX bite +2 (1d6+2) or
Melee 2 claws +7 each (1d4+4) and
XX bite +2 (1d6+2)
Base Atk +3; Grp +7
Special Actions breath weapon
------------------------------------------------------------------------------------
Abilities Str 18, Dex 17, Con 15, Int 4, Wis 13, Cha 10
Feats Alertness, Track
Skills Listen +9, Spot +9, Survival +5
Advancement 6–8 HD (Medium); 9–15 HD (Large)
------------------------------------------------------------------------------------
Breath Weapon (Su) 30-ft. cone, once every 1d4 rounds, rust, Reflex DC 13
XX avoid. The DC is Constitution-based.
Rust (Ex) successful touch attack corrodes one metal item, magic items allowed
XX Reflex (DC 18) to avoid. The DC is Constitution-based and includes a +4
XX racial bonus. A metal weapon that deals damage to a rust monster corrodes
XX immediately.
Metalsense (Ex) track metal items by smell up to 90 feet.

Strategies and Tactics
Half-dragon rust monsters attack the character with the largest source of metal
first, targeting characters wearing metal armor, then carrying metal weapons,
then whatever else they can get.
XX The half-dragon rust monster starts combat by using his breath weapon to
corrode as much metal as possible, then moving into melee to attack with its
antennae.
XX Advanced half-dragon rust monsters that are at least 9 HD are large and
have a fly speed they use to their advantage for hit-and-run tactics.

mikej
2010-04-22, 03:57 PM
From a topic I read a while ago I was inspired to see exactly how much rust I could work into a rust monster.

How much rust would a Rust Monster rust if a Rust Monster could rust metal?
Sorry, somehow wanted to say that

anyways...

Just advancing it's Hit Dice further would increase it's save DC but is the amount of Rusting abilities you're trying to pack in?

Sintanan
2010-04-22, 04:08 PM
I was thinking about trying to pile on multiple ways of rusting stuff over just an increase to the DCs of the two ways already there.

At this point it's more a theoretical exercise than anything. If I threw something like this at my players, they'd throw something back... literally. :smalltongue:

Panigg
2010-04-22, 04:28 PM
I was thinking about trying to pile on multiple ways of rusting stuff over just an increase to the DCs of the two ways already there.

At this point it's more a theoretical exercise than anything. If I threw something like this at my players, they'd throw something back... literally. :smalltongue:

Having a rust monster every now and then is fun but that is just overdoing it. ^^

TheMadLinguist
2010-04-22, 05:08 PM
Equip a rusting gauntlet?

I think there's a domain that rusts things too.

2xMachina
2010-04-23, 02:20 AM
Disciple of Dispater 3 to cast Rusting Grasp at CL 15 1/day.

Sintanan
2010-04-23, 04:02 AM
Added a 2nd version of the rust monster giving it three levels of disciple of Dispater and with plans to add in a set of combat gear.

Any other suggestions for giving Rusty more rusting power?

TheMadLinguist
2010-04-23, 04:36 AM
Also needs a bag of tricks(rust) and Iron Bands of Binding (they're rusty for some reason).

Darrin
2010-04-23, 09:33 PM
Kensai + the Rusting weapon enhancement (Shining South p. 54, +1 bonus) on all its natural attacks.

Shalist
2010-04-23, 11:41 PM
Heh, I like the way you're going with this. Its worth mentioning though, that the DC of a monstrous ability equals (10 + HD/2 + ability modifier). For his breath, it'd be it'd be 10 + 6/2 + 4 (con), or 17. His rust would be +4 (racial) to that, or 21. More HD or more constitution (ie that 'spellwarp' buff), => higher DC.

edit: And it bears mentioning that I would totally strap on a necklace of adaptation, and cast 'greater ironguard' on this bugger if I ever saw it :P

edit 2: Have you considered metabreath feats, Heighten or Enlarge breath? Double his con modifier's boost to breath, and boost the range by 50% (huge, huge increase to the # of squares covered), and all it'd 'cost' is a few extra rounds of recharge between breaths.

HEIGHTEN BREATH [METABREATH]
Your breath weapon is even more deadly than normal.
Prerequisites: Con 13, breath weapon.
..Benefit: You can increase the save DC of your breath weapon by any number up to a maximum equal to your Constitution bonus.
..For each point by which you increase the save DC, add +1 to the number of rounds you must wait before using your breath weapon again.

ENLARGE BREATH [METABREATH]
Your breath weapon is larger than normal.
Prerequisites: Con 13, breath weapon.
..Benefit: The length of your breath weapon increases by 50% (round down to the nearest multiple of 5). For example, an old silver dragon breathing an enlarged cone of cold produces a 75-foot cone instead of a 50-foot cone. ..Cone-shaped breath weapons get wider when they get longer, but lineshaped breath weapons do not. When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

Also, dunno what your CR 10 budget is, but 'Dazzix's Vest,' PHBII pg 167, would increase his SR by 5 for the cost of 25,000. Pretty sure there's some savage species feat that could bump it another 2.

Sintanan
2010-04-24, 01:09 AM
Yes, I have to mention that I completely forgot to redo the saving throws for the breath weapon and rust effects after I added the class levels. Realized this mistake while at work. Correcting shortly.


@TheMadLinguist: Still finishing the combat gear, but these are a necessity to keep the theme alive.

@Darrin: Digging through my books to see if I have Shining South, if not it might be a couple days before I can get a source quote to make sure there's no errors in adding the weapon enhancement, but it's a great idea. :smallamused:

@Shalist: Already has Quicken Breath, and as is he's/its out of feats.


Edit:
CR 10 Rusty must have treasure worth 5,800 gp to achieve expected WBL values for the party. Thus assuming 50% resale value, we'll say Rusty cannot spend more than 11,600 gp on his combat gear.
Rusty III can get into Kensai easily with a shuffling of skills and replacing Quicken Breath with Weapon Focus (antennae). Then when Rusty gets his/its 12th HD he/it can take Quicken Breath again. This means Rusty takes 2 levels of Kensai, upping the CR to 12 and increasing the wealth of the combat gear to 19,600 gp.
(The above edit is more a note for myself to keep everything fair than anything.)

Edit Part Deuce
CR 10 Rusty's possessions are simply gauntlet of rust and gems (50 gp).
CR 12 Rusty's possessions are gauntlet of rust, bag of tricks (rust), handy haversack, collection of mundane metal weapons (100 gp), gems and jewelry (450 gp)