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.
--
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.