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

    Ecology of the Rust Monster



    Evolution

    Rust monsters are an evolutionary anomaly; the only known creature that is able to derive sustenance almost entirely from metal. As such, their origins have seen significant debate among sages and adventurers. How did something this aberrant come to exist?

    A number of hypotheses have been advanced over years of research. Some scholars argue that rust monsters were bred by ancient wizards, perhaps to serve as guard beasts, to dispose of metallic waste, or to aid in arcane experiments. Others argue that they are creatures from a distant world where metallic-based life-forms proliferate.

    Recent research points to genetic links between rust monsters and common ants. Even a superficial look at their anatomy bears this out; their chitinous bodies, powerful mandibles, insectoid legs, and prominent antennae all hint at formicid ancestry.

    These links are obviously distant; a modern rust monster bears only the faintest similarity to an ant. Something in the distant past must have shunted these creatures from one evolutionary path and started them on the developmental road that led to their current form. The most common hypothesis is a catastrophic outpouring of chaotic or magical energy that altered the basic genetic information of the rust monster’s ancestor. Many sages venture additional details, hypothesizing that this cataclysmic event affected colonies of ant-like insects living in rock and soil with very high iron content, incorporating the metallic traces in the surrounding sediment into the genetic material of the mutated creatures and enabling the creation of the rust monster’s unique gastro-intestinal system.

    Rust Monster Evolution in the Scroungers Campaign Setting

    Like many other aberrations in the Scroungers setting, rust monsters arose in the years following the Torrent. Sages believe that their progenitors were colonies of ants living near areas of volcanic activity. Noting the frequent association of volcanic activity with both metal and go-stone deposits, scholars argue that these ant colonies were exposed to massive amounts of go-stone, resulting in changes to their basic biology similar to (though on a vastly greater scale than) those associated with Altered individuals. It is no coincidence that rust monsters survive by consuming metal; the volcanic locations where go stones are so often found are also often rich in metal deposits. Scholars believe that the metals in the soil and bedrock that surrounded the colonies of the rust monsters' progenitors were incorporated into their bodies by the go-stone energy, creating the rust monsters' unique physiology
    Anatomy


    On first glance, rust monsters appear strange but not particularly remarkable. Their stubby quadruped bodies are covered in a segmented, rust-red chitinous carapace that stretches from their flattened face to the tip of the fan-like protrusion at the end of their long, muscular tails. Their four legs end in powerful claws for gripping and climbing and splay outward in an insect-like fashion, keeping their bodies low to the ground as they scuttle through tunnels and squeeze into tight spaces.

    Beyond these broad strokes, however, the specific adaptations of their unique physiology become apparent. This is particularly the case with close examination of their faces. Their mandible-like jaws contain heavy, dull teeth perfectly suited to grinding shards of rusty metal into pieces small enough to be swallowed. Their corrosive antennae, for which they are most famous, sit on either side of these mandibles. These antennae are typically about half the length of the rest of the rust monster’s body and covered in feathery protrusions that enable the creature to sense the presence of metal. They are also replete with pores from which a unique rust-inducing chemical is discharged.

    Internally, rust monster physiology is similarly unique, even in a world populated with strange and magical creatures. A rust monster’s gastro-intestinal tract is specially adapted to deriving sustenance from iron, tin, and other metallic substances. Their intestines are far longer than creatures of similar size, allowing shards of metal to pass more slowly through the digestive tract where they are subjected to wave after wave of digestive enzymes. These enzymes are produced in special glands located throughout the rust monster’s body. Their internal organs are also more resistant to cuts and punctures than other organisms, allowing them to cope with the jagged edges of the metal they consume.

    Life Cycle

    Rustlings, as rust monsters in their larval stage are known, hatch from eggs laid in large broods. These eggs, like so many things associated with rust monsters, are composed primarily of metal. In this case, the eggs’ shell is a thin layer of dissolved and partially-digested rust mixed with a special enzyme that causes the metal particles to adhere before drying out to create a brittle shell.

    Rustlings in a single brood hatch at more-or-less the same time, gnawing their way through the egg shell which serves as their first meal. They are completely blind except for their ability to detect metal, which allows them to “see” metal objects within roughly 30 feet. Nonetheless, they are extremely vulnerable; only the fortunate and strong survive to become rust monsters.

    After a few weeks, the rustlings are ready to metamorphose into their adult form. Once again, they cocoon themselves in partially-digested metal and rust and enter a brief state of hibernation. When they emerge, they are adult rust monsters or (much more rarely) adult rust monarchs.

    Rust monsters are not particularly long-lived. After a few weeks in their larval rustling stage followed by several days of hibernation, they live between 2 and 3 years as adult rust monsters. Their unique digestive system is also their ultimate downfall. As they age, their metabolisms slow, along with the processes by which metals are broken down and consumed by their cells. More and more intact metal molecules make their way into the rust monsters systems, using the very mechanisms by which they had been digested to incorporate themselves into the cells of the rust monsters’ carapace. As a rust monster ages, the carapace slowly turns to metal, eventually becoming a perfectly-preserved hollow iron rust monster husk before being consumed in turn by the surviving members of its mine. These husks are very thin and brittle, weighing approximately one fifth of the rust monster's weight while alive.

    Rust monarchs, the queens of rust monster mines, live far longer than their rust monster children, up to 15 years. As each rust monster mine consists of a single rust monarch and her offspring, the survival of the monarch is crucial to the survival of the mine. A sufficiently long-lived rust monarch can re-start the mine over and over, moving to new locations after one mine dries up or catastrophe strikes.

    Ecology and Behavior

    Rust monsters live in groups called mines. Each mine consists of a single rust monarch and her children. At any given time, the typical mine will number 7 or more adult rust monsters (including the monarch) and a large number of rustlings. It is not uncommon, however, for these numbers to be significantly higher.

    Rust monster mines are almost always located near a naturally-occurring source of metal ore. They prefer ferrous metals but can consume metal of any type. They construct elaborate tunnel systems as they extract more and more metal for consumption. Typically, a rust monarch and whatever rust monsters accompany her (usually only one or two) will arrive at a new source of food and begin to consume easily-available ore on or near ground level. As they consume, the absence of metallic extrusions weakens the surrounding rock, allowing them to begin to tunnel under the earth as they construct a more secure mine and continue to search for more food. They continue to consume and dig as long as there is adequate metal to support the mine’s numbers, only moving if the food supply is consumed or some new danger threatens the mine.


    A rock outcropping showing the effects of rust monster feeding habits.

    Rust monsters are not particularly intelligent. Most of their daily activity focuses on finding food and expanding the mine. They single-mindedly pursue any metal objects that they sense. Rust monarchs are slightly more intelligent. They typically wait a moment to ascertain the danger in pursuing a metal object or intruder, often sending their children head to investigate and backing them up with their special abilities.

    Rust monsters communicate mostly through movement. Their elaborate dances, supplemented with striking their tails on metallic surfaces or on their own bodies, allow them to communicate fairly complex concepts, though most rust monster communication is unidirectional from the rust monarch to her children. In the absence of a rust monarch, rust monsters seldom resort to this sort of communication, acting more-or-less independently. Rustlings have not been observed to communicate at all, acting blindly and without direction in all circumstances.

    Rust Monster Arcanoeconomics

    Body parts from dead rust monsters have a number of uses, both mundane and magical. The iron husks of rust monsters who died from old age are valued by collectors, museums, and scholars as decoration and as objects worthy of study. An intact husk with no obvious damage can be sold for approximately 500 gp to the right buyer. Finding an interested collector can be difficult, requiring a DC 20 Gather Information or Knowledge (local) check.

    Spell Components
    A successful DC 20 Knowledge (dungeoneering) check allows a caster to use a single rust monster antenna as an optional material component for the Rusting Grasp spell. If used, the antenna increases the spell's caster level by 1. It also allows the spell to affect magical items, though they are allowed a Reflex save against the spell's DC to negate the effect.
    Cost: 350 gp per antenna

    Rust Monster Carapace Armor
    The carapace of a single rust monster can be used to craft one of the following for a Medium creature: a suit of hide armor, a suit of scale mail, a breastplate, or a light or heavy shield. A suit of armor or shield constructed of rust monster carapace has the same basic statistics as a mundane version of the same item. It is always crafted as a masterwork item. Additionally, each time the user of an item crafted of rust monster carapace is hit with a metal weapon or a weapon with a significant metal component (such as a spearhead or ax blade), the weapon takes 1d3 points of damage. This damage ignores the hardness of the weapon.
    Cost: base armor/shield cost + 5000 gp
    Craft (armorsmithing) DC: 25 + AC bonus, 5 or more ranks in Knowledge (dungeoneering) grant a +2 synergy bonus on this check.

    Domesticated Rust Monsters
    A rust monster (not a rust monarch) can be taken as a rustling and raised with a modicum of domestication with a DC 25 Handle Animal check. Domesticated rust monsters must still be kept away from metal as much as possible. They are most often trained for fighting, guarding, and hunting.
    Cost: 1000 gp
    Last edited by Mephibosheth; 2013-02-12 at 11:28 AM.
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  2. - Top - End - #2
    Bugbear in the Playground
     
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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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    Bugbear in the Playground
     
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    Default Re: Ecology of the Rust Monster Re-imagined [3.5 monsters]

    So, by way of brief explanation, I know that rust monster ecology has been dealt with before. I tried to find a copy of the Dragon article that outlines the official rust monster party line, but couldn't access it without a D&D Insider account.

    I've always thought that rust monsters were particularly interesting creatures. Not particularly potent in terms of conventional offense, their special metal-destroying abilities make them interesting encounters nonetheless. And their diet is so strange that it begs to be integrated into a unique ecology. I'm not a scientist by any means, but hopefully this is at least a start.

    For me, other than their consumption of metal, the most striking thing about rust monsters is how similar they are to insects. Their prominent antennae, their mandibular jaws, their splaying legs and grasshopper-like claws all recall mundane insects. But if I remember correctly, the conventional presentation of them doesn't really incorporate this, but I could be wrong.

    Also, I wanted to create an encounter for low-level players that was more interesting than a single rust monster. This sparked the idea of the rustlings, which fit so well with how I've always viewed rust monsters that I had to expand on the idea. And this, for better or for worse, is the result. It's still a work-in-progress, but I'm very interested to here what you think. Any comments/criticism/suggestions are welcome!
    Last edited by Mephibosheth; 2013-02-11 at 09:44 AM.
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    Default Re: Ecology of the Rust Monster Re-imagined [3.5 monsters]

    You mention that Rust Monsters (And presumably Monarchs) turn into metal statues.

    What metal, exactly? Is it just an amalgamation of all the metal it has eaten, in a partuicular length of time or something else? How much of the Metal it has eaten will "become" the statue?

    Can a Rust Creature consume other metals, such as Silver, Gold or Mithral?

    If so, and you theorecticaly kept a Rust Monster and fed it such a metal for it's entire life, how much of the metal you feed be recoverable, as either the statue or in... waste products?
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    Default Re: Ecology of the Rust Monster Re-imagined [3.5 monsters]

    Thanks for the comments! I will admit, I hadn't really thought this aspect of it through completely. I've edited above to address your questions.

    Quote Originally Posted by Sgt. Cookie View Post
    You mention that Rust Monsters (And presumably Monarchs) turn into metal statues.

    What metal, exactly? Is it just an amalgamation of all the metal it has eaten, in a partuicular length of time or something else? How much of the Metal it has eaten will "become" the statue?
    First, I don't think I communicated what I was thinking well enough. In my mind, they turn into empty metal rust monster husks much like cicadas do after they molt. The metal would be very, very thin and brittle. The husk is composed of iron, primarily. I don't know how much exactly, but I'll think about it and clarify later. I have yet to complete the arcanoeconomics section, which will have information about possible economic uses of rust monsters and their body parts as components and commodities.

    Quote Originally Posted by Sgt. Cookie View Post
    Can a Rust Creature consume other metals, such as Silver, Gold or Mithral?
    Yes. According to the SRD, rust monsters prefer ferrous metals but can consume metal of any type.

    Quote Originally Posted by Sgt. Cookie View Post
    If so, and you theorecticaly kept a Rust Monster and fed it such a metal for it's entire life, how much of the metal you feed be recoverable, as either the statue or in... waste products?
    Not much is the answer. But I'll elaborate on that when I get around to the arcanoeconomics section.
    Last edited by Mephibosheth; 2013-02-11 at 01:24 PM.
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    Default Re: Ecology of the Rust Monster Re-imagined [3.5 monsters]

    Bump for completion (more-or-less). I hope I've addressed your questions, Sergeant. I'm very interested to hear if anyone has suggestions, concerns, or ideas for improvement.

    In other news, how awesome would gnome rust monster riders be?
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    Default Re: Ecology of the Rust Monster Re-imagined [3.5 monsters]

    Can druids have a rust monster as a companion? I really want to play an anti-metal druid with a rust monster companion/cohort!

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

    Not that I know of, though others with more encyclopedic knowledge of the rules or with access to their books (I'm afb right now) might know better than me. There is a spell in Lords of Madness that lets a druid wild shape into an aberration, but I don't know of any ways to get an aberration animal companion. At least off the top of my head. If there isn't a way, that would be another fun thing to homebrew.

    Edit: Anyone have input on the prices for the items in the Rust Monster Arcanoeconomics section? I haven't made too many homebrew mundane items and there seems to be scanty guidance (at least in the SRD) for how to price more powerful mundane items.
    Last edited by Mephibosheth; 2013-02-12 at 10:58 AM.
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    Default Re: Ecology of the Rust Monster Re-imagined [3.5 monsters]

    do you plan on doing more ecologies like this? because I thought this was great. I do have 2 requests if you will make more ecologies. will o wisp and choker
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    Default Re: Ecology of the Rust Monster Re-imagined [3.5 monsters]

    Maybe, though interest doesn't seem particularly high at the moment. I know that LOTRfan has done a few, though neither will-o'-wisp nor choker is on his list that I know of. We'll see how it goes!
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