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    Default Re: Ecology of the Rust Monster Re-imagined [3.5 monsters]

    New Rust Monsters

    The three creatures below provide the mechanical underpinning for this reimagining of the rust monster. They represent the two stages of rust monster life and the population of rust monster mines.


    Rustling

    {table]
    Size/Type:
    |Tiny Aberration
    Hit Dice:
    |1d8 (5 hp)
    Initiative:
    |+2
    Speed:
    |20 ft. (4 squares), Climb 20 ft.
    Armor Class:
    |15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
    Base Attack/Grapple:
    |+0/-10
    Attack:
    |Bite +5 (1d3-2)
    Full Attack:
    |Bite +5 (1d3-2)
    Space/Reach:
    |2.5 ft./0 ft.
    Special Attacks:
    |Attach, corrode
    Special Qualities:
    |Blind, metalsense
    Saves:
    |Fort +0, Ref +2, Will +3
    Abilities:
    |Str 6, Dex 15, Con 10, Int 2, Wis 12, Cha 6
    Skills:
    |Climb +12
    Feats:
    |Weapon Focus (bite), Weapon Finesse (b)
    Environment:
    |Underground
    Organization:
    |Brood (8-16)
    Challenge Rating:

    Treasure:
    |None
    Alignment:
    |Always neutral
    Advancement:
    |2 HD (tiny), 3-4 HD (small)
    Level Adjustment:
    |--[/table]

    Rustlings are rust monsters in their larval form. A rustling’s body is long, slug-like, and light tan in color, with four stubby, segmented legs (two on each side) protruding from the first third of its length and flecks of rust perpetually dusting its back and face. It’s “head” is dominated by two milky-white (and obviously blind) eyes above an insect-like mandibular mouth. Above each eye sprouts a short growth which, when full grown, become the rust monster’s feared antennae.

    Rustlings are always found near their rust monster parents, usually in large groups near abandoned iron mines and other easy sources of metallic food. They grow slightly larger as they age before creating a cocoon of partially-digested metal and rust, from which they emerge as fully-fledged rust monsters.

    Combat
    Despite their obvious blindness, rustlings can sense the presence of metal and react to its motions. When threatened or when confronted with a source of food, they attack en masse, throwing themselves at the nearest metal object. They attempt to latch onto metal objects with their powerful jaws, sucking sustenance from the object until it is consumed or they are forcibly removed.

    Attach (Ex)
    If a rustling hits with a bite attack, it automatically succeeds in latching onto the largest metal creature or object it can, dealing bite damage to the object each round it remains attached. A rustling cannot use this ability to latch onto a non-metallic creature or object, though it can attack and damage non-metallic creatures or objects. An attached rustling loses its Dexterity bonus to Armor Class and has an AC of 13. An attached rustling can be struck with a weapon or grappled. To remove an attached rustling through grappling, the opponent must achieve a pin against the creature.

    Blind (Ex)
    A rustling’s eyes are not yet developed enough to allow conventional sight. A rustling loses its Dexterity bonus to AC and takes a -2 penalty to AC against attacks made with non-metallic weapons. However, it retains its Dexterity bonus to AC and does not take any additional penalties to AC against attacks made with metallic weapons. Similarly, creatures with absolutely no metal objects on their bodies have total concealment against a rustling.

    Corrode (Ex)
    A rustling’s mandibles excrete a substance that rapidly corrodes metal of all types. A rustling’s bite attack ignores the hardness of all metallic objects.

    Metalsense (Ex)
    Despite the underdevelopment of their eyes, a rustling can sense the location of metallic creatures and objects with pinpoint accuracy. It has blindsight with a range of 30 feet, but can only use this blindsight to detect metallic creatures and objects.

    Skills (Ex)
    Rustlings have a +8 racial bonus on Climb checks. They use their Dexterity modifier for Climb checks. A rustling can always choose to take 10 on a Climb check, even if rushed or threatened.


    Rust Monster

    {table]
    Size/Type:
    |Medium Aberration
    Hit Dice:
    |5d8 + 5 (27 hp)
    Initiative:
    |+3
    Speed:
    |40 ft. (8 squares), Climb 20 ft.
    Armor Class:
    |18 (+3 Dex, +5 natural), touch 13, flat-footed 15
    Base Attack/Grapple:
    |+3/+3
    Attack:
    |Antennae touch +6 melee (rust)
    Full Attack:
    |Antennae touch +6 melee (rust) and bite +2 melee (1d3)
    Space/Reach:
    |5 ft./5 ft.
    Special Attacks:
    |Rust
    Special Qualities:
    |Darkvision 60 ft, scent
    Saves:
    |Fort +2, Ref +4, Will +5
    Abilities:
    |Str 10, Dex 17, Con 11, Int 2, Wis 13, Cha 8
    Skills:
    |Climb +11, Listen +5, Spot +5
    Feats:
    |Ability Focus (rust), Weapon Focus (bite), Weapon Finesse [b], Track (b)
    Environment:
    |Underground
    Organization:
    |Solitary, patrol (2-5), or mine 6+
    Challenge Rating:
    |3
    Treasure:
    |None
    Alignment:
    |Always neutral
    Advancement:
    |6-8 HD (Medium); 9-15 HD (Large)
    Level Adjustment:
    |--[/table]

    The hide of these creatures varies in color from a yellowish tan underside to a rust-red upper back. A rust monster’s prehensile antennae can rust metals on contact.
    The typical rust monster measures 5 feet long and 3 feet high, weighing 200 pounds.

    Combat
    A rust monster can scent a metal object from up to 90 feet away. When it detects one, it dashes toward the source and attempts to strike it with its antennae. The creature is relentless, chasing characters over long distances if they still possess intact metal objects but usually ceasing its attacks to devour a freshly rusted meal.

    The creature targets the largest metal object available, striking first at armor, then at shields and smaller items. It prefers ferrous metals (steel or iron) over precious metals (such as gold or silver) but will devour the latter if given the opportunity.

    Rust (Ex)
    A rust monster that touches a metal object with its antennae causes the target metal to corrode, become pitted, and flake away. The touch deals 2d6 points of damage to any metal object up to a 10-foot cube or equivalent amount. If the object is held or worn (for example, a metal sword being wielded by the rust monster’s opponent), the rust monster must succeed on an opposed attack roll as if it were trying to disarm the opponent. The rust monster does not provoke an attack of opportunity in making this attack. If the object is not held or worn, the rust monster must only succeed on a touch attack to use this ability. Magic armor, magic weapons, and other magic items made of metal can make a DC 19 Reflex save to halve this damage. The save DC is Constitution-based and includes a +4 racial bonus. Wooden, stone, and other nonmetallic weapons are unaffected.

    Skills
    Rust monsters have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. A rust monster uses its Strength or Dexterity modifier for Climb checks, whichever is higher.


    Rust Monarch

    {table]
    Size/Type:
    |Medium Aberration
    Hit Dice:
    |10d8 + 20 (65 hp)
    Initiative:
    |+8
    Speed:
    |40 ft. (8 squares), Climb 20 ft.
    Armor Class:
    |19 (+4 Dex, +7 natural), touch 14, flat-footed 15
    Base Attack/Grapple:
    |+8/+9
    Attack:
    |Antennae touch +12 melee (rust)
    Full Attack:
    |Antennae touch +12 melee (rust) and bite +7 melee (1d8+1+disease)
    Space/Reach:
    |5 ft./5 ft.
    Special Attacks:
    |Corrosive aura, ferromagnetism, rust, disease
    Special Qualities:
    |Darkvision 60 ft, scent
    Saves:
    |Fort +5, Ref +7, Will +9
    Abilities:
    |Str 12, Dex 19, Con 14, Int 6, Wis 14, Cha 13
    Skills:
    |Climb +12, Jump +6, Listen +7, Spot +7
    Feats:
    |Ability Focus (rust), weapon finesse, improved natural attack (bite), improved initiative, alertness, improved disarm (b)
    Environment:
    |Underground
    Organization:
    |Solitary or mine (1 rust monarch, 5+ rust monsters, and 8+ rustlings)
    Challenge Rating:
    |7
    Treasure:
    |None
    Alignment:
    |Always neutral
    Advancement:
    |11-20 HD (Medium)
    Level Adjustment:
    |--[/table]

    Rust monarchs look much like their rust monster children. Their hide varies in color from a yellowish tan underside to a rust-red upper back. Four segmented legs sprout from a thick section of their just posterior to their heads. This section tapers into a narrow waist, behind which is a large, distended-looking abdomen with a row of dark maroon spots on each side that get progressively smaller toward the end. Its body is completely covered in flecks of metal and rust, so it glints dimly when exposed to light and is smooth and metallic to the touch. A rust monarch’s antennae are twice the length of their rust monster children’s antennae and are heavily feathered along their entire length.

    Combat
    A rust monarch can scent a metal object from up to 90 feet away. It is more restrained than a typical rust monster and is more likely to direct its children toward the object before approaching itself. It follows behind its rust monster scouts, seeking to maximize the effect of its corrosive aura and using its ferromagnetism ability as needed. If the opportunity presents itself, a rust monarch will use its antennae or bite to attack directly.

    Antennae (Ex)
    A rust monarch’s antennae are longer and more extensively-feathered than those of her rust monster offspring. A rust monarch’s reach increases to 10 feet when she attacks with her antennae.

    Corrosive Aura (Ex)
    A rust monarch exudes an aura that weakens the structure of nearby metal. The radius of this aura is 10 feet. Any creature within this aura (including the rust monarch) deals 2 extra points of damage when it uses a Rust special attack, the Rusting Grasp spell, or other similar ability. The corrosive auras of multiple rust monarchs do not stack. There is no limit this aura’s duration; the rust monarch can activate and deactivate it at will as a swift action. It does, however, require minor effort on the part of the rust monarch, so they typically only activate the aura when it is needed.

    Disease (Ex)
    A rust monarch’s bite attack transmits a potent disease that attacks the muscles of her victims, particularly in their back, jaw, and neck. Any creature damaged by the rust monarch’s bite attack must make a DC 17 Fortitude save or contract stannic palsy.

    Stannic Palsy:
    Infection: Injury
    DC: 17
    Incubation: 1d8 days
    Damage: 1d4 Strength
    Special: Every time a creature takes Strength damage from stannic palsy, it must make another Fortitude save or be paralyzed for 1d4 hours.
    Symptoms: The paralysis associated with stannic palsy is particularly acute in the back, jaw, and neck. Creatures who suffer from this disease are often unable to unclench their jaws and violently arch their backs while paralyzed. While infected, the skin on the creature’s neck and shoulders takes on a rust-like color and flakes away when rubbed.
    Ferromagnetism (Ex)
    A rust monarch also has rudimentary control over the magnetic fields in and around her body, out to a range of 30 feet. She can use this control at will in one of two ways.

    First, she can cause metal objects to move toward her magnetically. Using this ability is a standard action that does not provoke an attack of opportunity. If the object is held, the rust monarch must succeed on a disarm attempt in order to attract it. She makes this check as if she were wielding a one-handed weapon. Objects affected by this ability move straight toward the rust monarch and stick to her body, causing her no damage even in the case of weapons and other dangerous objects. An object stuck to the rust monarch can be removed with a DC 15 Strength check (a standard action that provokes an attack of opportunity). The rust monarch can only target one object at a time with this ability but can have a total number of objects equal to half her hit dice stuck to her body at any given time.

    Second, she can hinder (though not completely prevent) the movement of metal-clad creatures within her range. Activating this ability is a standard action that does not provoke an attack of opportunity. The targeted creature’s speed for all movement modes is halved and it takes a -2 penalty to AC. The rust monarch must maintain this ability as a swift action each round and can do so for a total number of rounds equal to half her hit dice. Magic armor and other magic items made of metal can make a DC 17 Reflex save to negate this effect.

    Rust (Ex)
    A rust monarch that touches a metal object with its antennae causes the target metal to corrode, become pitted, and flake away. The touch deals 2d6 points of damage to any metal object up to a 10-foot cube or equivalent amount. If the object is held (for example, a metal sword being wielded by the rust monarch’s opponent), the rust monarch must succeed on an opposed attack roll as if she were trying to disarm the opponent. The rust monarch does not provoke an attack of opportunity in making this attack. If the object is not held, the rust monarch must only succeed on a touch attack to use this ability. Magic armor, magic weapons, and other magic items made of metal can make a DC 23 Reflex save to halve this damage. The save DC is Constitution-based and includes a +4 racial bonus. Wooden, stone, and other nonmetallic weapons are unaffected.

    Skills
    Rust monarchs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. A rust monarch uses its Strength or Dexterity modifier for Climb checks, whichever is higher.
    Last edited by Mephibosheth; 2013-05-01 at 08:27 AM.
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