Friday, August 19, 2011

Steampunk Week - Steam Powered Variant

Iron Golem Variant

This Iron Golem is powered by a magical boiler. While it functions normally, in combat it can release a cone of steam instead of the poison gas cloud. The 30' cone of stream causes 12d6 damage (DC19 Reflex) and may be used once ever 1d4+1 rounds. This ability replaces the poison cloud breath weapon. (CR+0)


Requirements: heat metal, create water
Cost: 1200gp

Thursday, August 18, 2011

Iron Horse

The Iron Horse (Clockwork Nightmare) CR7

A whirring and hissing horse trots up, steam billows out of its nostrils and exhaust pipe tail. Gears clank and squeak at its joints as the heavy hooves hit the paving stones with a hiss of steam.

XP 3,600
N Large Construct
Init +6; Senses darkvision 60 ft.; Perception +9

DEFENSE

AC 25, touch 11, flat-footed 23 (+2 Dex, +14 natural, –1 size)
hp 63 (6d10+30)
Fort +5, Ref +7, Will +0
Defensive abilities Hardness 10, Immune Construct traits; Resistances fire 15
Weaknesses Vulnerability to Electricity, Rust Vulnerability

OFFENSE

Speed 30 ft.,
Melee bite +12 (1d4+7), 2 hooves +4 (1d6+4 plus 1d4 fire), or slam +12 (1d8+7)
Space 10 ft.; Reach 5 ft.
Special Attacks steamcloud, iron limbs

STATISTICS

Str 24, Dex 14, Con -, Int 9, Wis 7, Cha 8
Base Atk +6; CMB +11; CMD 23 (27 vs. trip)
Feats Alertness, Improved Initiative, Run
Skills Intimidate +10, Perception +9, Sense Motive +9, Stealth +7, Survival +10
Languages Common

SQ Created mind, Hardness, Windup Key, Metal Body

SPECIAL ABILITIES

Created Mind (Ex): Clockwork creatures know nothing when first created, but many are intelligent. On its first day, a clockwork creature functions like any mindless construct, but thereafter its native intelligence comes to the fore, allowing it to reason and improvise. Creators can thus give their clockwork constructs somewhat vague commands and allow them to interpret and act on them, secure in the knowledge that their servants will not act in a way contrary to their desires.

Despite a reasoning intelligence, the clockwork creature remains wholly under the control of its creator and does nothing against that individual’s will. Because of a special bond formed during its first day, the clockwork creature can instinctively detect the location of its creator, regardless of magical and natural barriers, so long as the latter is within 100 feet. This ability prevents anyone from successfully impersonating the creator within that range. If someone resembling its creator issues an order from more than 100 feet away, the clockwork creature might or might not obey, depending on how suspicious it is of the command.

The creator can designate another creature or group of creatures for the clockwork creature to obey, but the creator’s commands always take precedence over those of other designated commanders. If the clockwork creature has an Intelligence score of 3 or higher, it continuously watches designated commanders for signs that they are commanding it against its creator’s intent. Should such a situation occur; the clockwork creature instead acts loyally.

A clockwork creature with an Intelligence of 12 or higher automatically knows when its creator is being forced to act against his own wishes through mental control or other coercion, physical or mental. In such a case, the clockwork creature improvises a way to attain its creator’s true goals without allowing harm to come to him. In the absence of any commands from its creator, a clockwork creature follows the last commands it received. If it knows its creator is dead, it attempts to achieve his goals to the best of its ability

Iron Limbs (Ex) An iron-clad creature’s natural attacks and grapple deal damage as cold iron weapons, overcoming damage reduction just as a cold iron weapon would.

Metal Body (Ex) : Beneath its skin, a clockwork creature is largely composed of metal. It counts as a ferrous creature for the purpose of rusting grasp and other spells that have special effects on metal. This metal body provides the equivalent to medium fortification from critical hits.

Windup Key (Ex) A clockwork creature must be wound up each day by placing a small key into a special orifice and turning it—an action that provokes attacks of opportunity.

For each full round that the key is turned, the clockwork creature can be active for 4 hours (maximum 24 hours). In most cases, the creator either retains his construct’s key or gives it to the clockwork creature so that it can keep itself running. When the clockwork creature runs down, it becomes immobile, helpless, and unconscious, and it remains so until wound up again. Anyone can wind up a clockwork creature without the key by making a successful Open Locks check as a full-round action (DC based on the quality of lock the creator built into the clockwork creature). This technique allows the clockwork creature 4 hours of activity (maximum 24 hours) for each such successful check.

Steamcloud (Su) In battle, an iron horse exhales smoke that chokes and blinds foes, filling a 15-foot cone each round as a free action. Anyone in the cone must succeed on a DC 16 Fortitude save or become sickened until 1d6 minutes after leaving the area. This smoke acts as obscuring mist for the purposes of concealment. The steamcloud persists for 1 round. The save DC is Constitution-based.

ECOLOGY

Environment as creator
Organization
solitary, pair, or swarm (3–12)

Treasure none

This construct is only modeled on the hellish nightmare, it is actually a clockwork construct, with windup key, however it does have a somewhat intelligent created mind.

Design Notes: I didn't want the Iron Horse to fly, but the smoke was just too good to pass up, so I got rid of fly and plane shift abilities and added the Iron Clad template without increase in lieu of that particular CR Increase. Renamed smoke to steamcloud. I had to tweak the CR, it didn't feel like a CR8 creature as it only has 5 hit dice, so I downgraded it from 8 to 7. I may still update the fortification on these templates, as that is in line with the 3.5 rules of construct immunity to criticals, I have to think on this. The hardness from the clockwork template now seems a bit clunky, so I may update the pair of abilities to a DR.

Cost to Construct: TBD according to the construction rules in Ultimate Magic.

Tuesday, August 16, 2011

Steampunk Week - Brass Bulldog

BRASS BULLDOG CR2

A stocky Chelaxian Bulldog approaches, though this bulldog seems to have brass plates riveted to it, it bares metallic teeth as at you.

Metal Clad (brass) template (Advanced bestiary pg. 171)

XP 600
N Medium animal

Init +1; Senses low-light vision, scent; Perception +7

DEFENSE


AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 15 (2d8+6)
Fort +6, Ref +4, Will +0 Defensive Abilities Light Fortification; Resistance fire 5 Weaknesses
vulnerability to electricity

OFFENSE

Speed 30 ft
Melee bite +4 (1d6+3 plus trip) , +4 slam (1d6+4)

STATISTICS

Str 17, Dex 13, Con 17, Int 2, Wis 10, Cha 6 Base Atk +1;
CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+10 jumping), Perception +7, Survival +0(+4 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

ECOLOGY

Environment any
Organization solitary, pair, or pack (3–12)
Treasure none

Larger dogs (known to Small races like halflings and gnomes as riding dogs) include hardier breeds such as huskies, mastiffs, and wolfhounds. A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a DC 10 Ride check. This one has been modified by magic and alchemy; heavy brass plates are riveted in place over the animal, its claws and teeth replaced with brass as well.

Monday, August 15, 2011

Steampunk Week - Clockwork Scorpion

Clockwork Scorpion CR3

1 ton of brass and iron comes clanking around the corner, it snaps its nastily serrated pincers at you before it charges, it’s syringe like tail dripping with a noxious green liquid.

Clockwork template (Advanced bestiary pg.43)

XP 800
N Construct (vermin)
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +1

DEFENSE

AC 19, touch 12, flat-footed 17 (+7 natural, +2 Dex)
hp
36 (3d10+20)
Fort
-, Ref +2, Will +1
Immune
construct traits Resistance acid, cold, and fire 10

OFFENSE

Speed 60 ft., climb 40 ft.
Melee
2 claws +4 (1d4+2), sting +4 (1d4+2 plus poison)
Special Attacks
rend (2 claws, 2d4+4)

STATISTICS

Str 15, Dex 14, Con —, Int —, Wis 6, Cha 0
Base Atk +3; CMB +2; CMD
16 (28 vs. trip)
Skills Climb +2, Perception -2, Stealth +0
SQ mindless

SPECIAL ABILITIES

Poison (ex) Sting—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. As this is in a syringe, it can easily be replaced with a more virulent poison.

Hardness (Ex): A clockwork creature has a hardness of 10. This quality functions like object hardness, even though a clockwork scorpion is not an object.

Metal Body (Ex): Beneath its skin, a clockwork creature is largely composed of metal. It counts as a ferrous creature for the purpose of rusting grasp and other spells that have special effects on metal.

Vulnerability to Electricity (Ex): Because the delicate interior mechanisms of a clockwork creature are particularly vulnerable to electricity damage, it takes double damage from electricity on a failed save and half damage on a successful save.

Windup Key (Ex): A clockwork creature must be wound up each day by placing a small key into a special orifice and turning it—an action that provokes attacks of opportunity.

For each full round that the key is turned, the clockwork creature can be active for 4 hours (maximum 24 hours). In most cases, the creator either retains his construct’s key or gives it to the clockwork creature so that it can keep itself running. When the clockwork creature runs down, it becomes immobile, helpless, and unconscious, and it remains so until wound up again. Anyone can wind up a clockwork creature without the key by making a successful Open Locks check as a full-round action (DC based on the quality of lock the creator built into the clockwork creature). This technique allows the clockwork creature 4 hours of activity (maximum 24 hours) for each such successful check.

ECOLOGY

Environment as creator
Organization
solitary, pair, or swarm (3–12)
Treasure
none

The clockwork scorpion is quite obviously based on the cave scorpion. The scorpion’s tail syringe is loaded with 10 doses of poison, typically this is medium scorpion poison, however any injection poison may be loaded into the syringe.

Theme of the Week - Steampunk

Going to start a theme this week.

As I love steampunk so much, this week shall resolve around Steampunk flavored monsters.

Sunday, August 14, 2011

Sunday Surprise - Thunder Lizard

THUNDER LIZARD (Thunder Child Shocker Lizard) CR4

This dog-sized lizard has two horns, one on either side of its head, and blue scales that pulsate with lightning.

Thunder Child template (Advanced Bestiary pg 237)

XP 600
N Small Outsider (elemental, air, extraplanar)
Init +8; Senses darkvision 60 ft., electricity sense, low-light vision; Perception +8

DEFENSE


AC 20, touch 17, flat-footed 14 (+2 Dex, +3 natural, +1 size, +4 dodge)
hp 19 (3d10+3)
Fort +4, Ref +7, Will +3;
Immune electricity, inhaled poisons; Resistances Cold 10
Special Defenses electric aura, electric grapple

OFFENSE


Speed 80 ft., climb 40 ft., swim 40 ft.
Melee bite +4 (1d4+1d6 electical)
Space 5 ft. Reach 5 ft.
Special Attacks
shock, breath weapon,

STATISTICS


Str 10, Dex 19, Con 13, Int 4, Wis 15, Cha 6;
Base Atk +3; CMB +2; CMD 18 (22 vs. trip)
Feats Improved Initiative, Skill Focus (Stealth), Lightning Reflexes, and Quick Draw
Skills Climb +8, Perception +8, Stealth +17, Swim +8; Racial Modifiers +2 Perception, +4 Stealth, +4 Survival, +4 Knowledge (nature)
Languages Auran
Spell-Like Abilities (CL 3rd)
3/day—fog cloud, gaseous form, sound burst (DC13)

ECOLOGY


Environment mountain lakes, elemental plane of air
Organization solitary, pair, clutch (3-6), or colony (7-12)
Treasure incidental
SQ Electricity Sense, Cloud Sight, Lightning Jump

SPECIAL ABILITIES


Electricity Sense (Ex) Shocker lizards automatically detect any electrical discharges within 100 feet.

Shock (Su) Shocker lizards can deliver an electrical shock to a single opponent within 5 feet. This attack deals 1d8 points of nonlethal electricity damage to living opponents (Reflex DC 12 half ). This save DC is Constitution-based. Additionally, if two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock once every 1d4 rounds. This effect has a radius of 20 feet, centered on any one contributing lizard. All creatures within that radius take 2d8 points of lethal electricity damage for each lizard contributing to the shock, to a maximum of 12d8. A Reflex save (DC 10 + the number of lizards contributing) halves the damage.

Breath Weapon (Ex): Once every 1d4 rounds, a thunder child can breathe a 5-foot-wide line of lightning 100 feet long plus 10 feet per 2 character levels it possesses. If the thunder child wishes, it may breathe a line half as long but 10 feet wide. Every creature in the area must make a Refl ex save (DC 10 + 1/2 thunder child’s character level + thunder child’s Con modifi er) or take 1d6 points of electricity damage per 2 character levels the thunder child possesses (minimum 1d6). Success halves the damage.

Electric Aura (Ex): A thunder child emits an aura of electricity that can wound nearby creatures. Any creature within 10 feet of a thunder child must succeed on a Reflex save (DC 13) each round that it remains within range or take 1d6 points of electricity damage. A thunder child can suppress or resume the use of this ability as a free action.

Electric Grapple (Ex): Any creature grappling a thunder child takes 2d6 points of electricity damage each round that the grapple is maintained. Electricity (Ex): Each of a thunder child’s natural melee attacks and attacks with metallic melee weapons deals +1d6 points of electricity damage.

Cloud Sight (Ex): A thunder child can see through clouds, gases, fogs, mists, and smoke as though they didn’t inhibit vision. Creatures and objects do not gain concealment from a thunder child due to such conditions. A thunder child may use this ability while gaseous.

Immunities (Ex): A thunder child is immune to inhaled poisons and gas-, fog-, or cloud-based attacks and spells.

Lightning Jump (Ex): When a thunder child breathes lightning, it may teleport with no chance of error to any location within the area of the lightning attack as a free action. It must make this jump immediately after using its breath weapon.

A thunder lizard has a sky-blue underside, with bright blue scales elsewhere on its 3-foot-long body, and weighs about 25 pounds. Shocker lizards tend toward group living, as their electrical abilities grow in power when they are close to another lizard. A thunder lizard colony is usually located near a source of water, or high in the mountains. Once the colony has settled on a location, the lizards become very territorial and attack anything that intrudes on them. A solitary thunder lizard is timid but semi-intelligent creature —but when several of them gather they become formidable and fearsome opponents capable of killing creatures several times their own size.

A thunder lizard relies on its electricity abilities in combat, and a lizard tends to bite only after its shock has rendered an opponent unconscious, or when the shock seems to have no effect at all. A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all hone in on their comrade's discharges and attempt to administer lethal shocks to their foe.

Many have attempted to capture and tame thunder lizards, but this often proves a difficult and painful task. Alone and in captivity, thunder lizards attempt to use lightning jump to escape unless their keepers spend a lot of time grooming and playing with the lizards to keep them company. Kept in pairs or larger numbers, captive thunder lizards thrive, but their increasing electrical ability makes them more difficult to manage for keepers who aren't themselves immune to electricity.

Saturday, August 13, 2011

Saturday Sojourn - Quasit Possessed Ogre

This is an interesting way to give players a little tweak to their normal encounter, this fellow ran into a quasit that jumped into him. Is this how half-fiends and fiendish creatures are made, with a ride-along? Regardless, using the Demon Possessed template can really tweak an encounter. Imagine the look on the faces of the characters when this Ogre just vanishes as it goes invisible, without casting a spell. Watch them squirm...

Fiendish Ogre (Demon Possessed – Quasit)

CR 4

demon possessed (Advanced Bestiary pg.53)
XP 1,200
CE Large humanoid (giant)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +5

DEFENSE

AC21, touch 12, flat-footed 17 (+4 armor, +1 Dex, +5 natural, –1 size, +2 shield)
hp 30 (4d8+12); fast healing 2
Fort +6, Ref +2, Will +3; +2 resistance vs. poison
Defensive Abilities DR10/cold iron Resist electricity 20

OFFENSE

Speed 40 ft.
Melee large battle axe +8 (1d10+6)
Ranged javelin +3 (1d8+5) Space 10 ft.; Reach
10 ft.
Spell-like Abilities (CL 6th)
At will—detect good, detect magic;
2/day—invisibility.

STATISTICS

Str 21, Dex 12, Con 15, Int 6, Wis 10, Cha 7
Base Atk +3; CMB +9; CMD 18 Feats Iron Will, Toughness
Skills Climb +7, Perception +5; +2 profane to Stealth
Languages Giant

ECOLOGY

Environment temperate or cold hills
Organization
solitary, pair, gang (3–4), or family (5–16)
Treasure
standard (Chain Shirt, large wooden shield. +1 battle axe, 4 javelins, potion of cure medium wounds.)

SPECIAL ABILITIES

Spell Vulnerability (Ex): Certain powerful spells have special additional effects against demon-possessed creatures. These spells must first overcome the demon’s spell resistance (if any) to have any effect A demon-possessed creature subjected to a dispel chaos or dispel evil spell must succeed on a Will saving throw or lose all the modifications bestowed by the demon-possessed creature template for a number of rounds equal to the opponent’s caster level. The demon is immediately ejected from the possessed creature’s body and appears in the nearest open square. A demon-possessed creature subjected to a banishment spell must succeed on a Will saving throw or lose the template until again possessed by a demon. Failure returns the demon to its home plane, as noted in the spell description. An antimagic field or any antimagic effect suppresses all the effects of the demon-possessed creature template. It also prevents the demon from communicating with the possessed creature, using its perceptions, and exiting its body (unless it dies) for as long as the demon-possessed creature remains in the antimagic area. In addition, particular spells can affect the weaker demon kinds, as noted on the following table. In each case, when the spell indicated for that demon (or any demon of higher CR on the table) targets the demon-possessed creature, the demon is expelled as described for dismissal (above), assuming that the creature fails any associated saving throw and the spell penetrates the demon’s spell resistance. Spells cast by the possessed creature do not have this effect. Quasit possessed demons are vulnerable to Protection from evil/chaos

Profane (Su): Each of a demon-possessed creature’s melee attacks with a natural or manufactured weapon deals +1d6 points of extra damage to a creature of good alignment. All of its natural and manufactured weapons are treated as magic and evil-aligned for overcoming damage reduction.

Possessed (Su): Each demon-possessed creature is inhabited by a specific demon. The demon can neither control the possessed creature nor read its mind and it perceives only what the possessed creature does. The possessed creature’s alignment changes to chaotic evil until the possession ends. The demon is in constant telepathic communication with the possessed creature, imparting its thoughts and desires regardless of language. To gain the possessed creature’s cooperation, the demon usually offers telepathic suggestions that it thinks a chaotic evil creature might find appealing. While possessing another creature, the demon does not have access to any of its supernatural, spell-like, or extraordinary abilities. It cannot cast spells or take purely mental actions beyond thinking and using Intelligence-based skills. It cannot be targeted by any spell or effect (except as described under spell vulnerability), but it can be detected normally by divination spells. Damage that harms the possessed creature does not harm the possessing demon. If the possessed creature dies, the demon appears in its square. The demon can exit the possessed creature at any time as a standard action. When it does so, it appears in the nearest available open space.


This ogre has been possessed by a quasit demon for quite some time, allowing it to become the leader of his family. The demon quite enjoys possessing the brutal ogre, as the ogre has greater strength than the quasit, and an mind as evil as its own. The quasit gets to nudge the ogre where it wants, and whispers things in its ears, thus the better armor that this particular ogre wears. The ogre particularly enjoys that the quasit can show it where magic items are.

Friday, August 12, 2011

Fearsome Friday - Doppelganger Noble


DOPPELGANGER NOBLE (Advanced Psychic Doppelganger) CR5

Psychic (telepathy) template (Advanced Bestiary pg 204)
XP 1,600
N Medium monstrous humanoid (shapechanger)
Init +3; Senses darkvision 60 ft.; Perception +11

DEFENSE

AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp 34 (4d10+12)
Fort +6, Ref +7, Will +10;
Immune
charm, sleep;

OFFENSE

Speed 30 ft.
Melee 2 claws +10 (1d8+8)
Space 5 ft.Reach 5 ft.
Spell-Like Abilities (CL 18th) At will-detect thoughts (DC 15),
1/day—dream (DC 18), mind blank (DC21), phantasmal killer (DC17), telepathic bond (DC18)

STATISTICS

Str 22, Dex 17, Con 16, Int 17, Wis 18, Cha 17;
Base Atk +4; CMB 10; CMD 24
Feats Dodge, Great Fortitude, Iron Will
Skills Bluff +11, Diplomacy +6, Disguise +11, Perception +11, Sense Motive +8, Stealth +7; Racial Modifiers +4 Bluff, +4 Disguise
Languages Common
SQ change shape (polymorph), perfect copy, mimicry

ECOLOGY

Environment any
Organization solitary
Treasure NPC Gear

SPECIAL ABILITIES

Mimicry (Ex) A doppelganger is proficient in all weapons, armor, and shields. In addition, a doppelganger can use any spell trigger or spell completion item as if the spells were on its spell list. Its caster level is equal to its racial Hit Dice.

Perfect Copy (Su) When a doppelganger uses change shape, it can assume the appearance of specific individuals.

Spell-Like Abilities (Su): 1/day—dream (DC 18), mind blank (DC21), phantasmal killer (DC17), telepathic bond (DC18). Its caster level is equal to its racial Hit Dice. The save DCs are Charisma-based.

Informed Prediction (Su): If the doppelganger noble has successfully used detect thoughts against a creature within 24 hours, it gains a +2 dodge bonus against that creature’s attacks and a +2 insight bonus on saves against that creature’s spells and special attacks.

Telepathy (Su): A doppelganger noble can use telepathy per the rules on page 305 of the Bestiary.

Doppelgangers are strange beings that can take on the shapes of those they encounter. In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed facial features. Its flesh is pale and hairless, and its eyes are vacant and white.

Doppelgangers prefer infiltrating societies where they can gather wealth and influence, and see little point in forming cities of their own kind. Younger doppelgangers practice their skills by taking over small orc or goblin tribes, and then move to more complicated societies like dwarven, elven, and human communities. Rather than making themselves targets by taking positions of leadership, they prefer to be the power behind the throne, or use multiple identities to manipulate influential citizens or entire guilds.

Doppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society. Although not usually evil, they are interested only in themselves and regard all others as playthings to be manipulated and deceived. They are particularly fond of invading human societies in order to indulge in their desires—some enjoy the complex dance of politics while others seek constant change in the race and gender of both themselves and their romantic companions. While not standard, it is those doppelgangers use their gifts for cruel and sadistic purposes that are most notorious, and these shapeshifters are the primary cause of the race's sinister reputation. Certainly, a creature capable of changing its shape has a handy way to avoid capture for its crimes, and some particularly malicious doppelgangers enjoy disrupting relationships by posing as unfaithful lovers.

Rumors persist of even more powerful doppelgangers capable of not only shifting their appearance, but also skills, memories, and even the extraordinary and supernatural abilities of creatures whose forms they choose to mimic. These doppelgangers' change shape ability functions like the spell polymorph rather than alter self. The Doppelganger Noble is one of these more powerful doppelgangers, but their powers mental powers are more beyond merely the detection of thoughts. These Doppelganger Nobles are no longer content with merely being the power behind the throne; they actively seek to take over such positions. These nobles will often have many lesser doppelgangers serving them as spies.

Thursday, August 11, 2011

Thursday Terror - Hoarfrost Zombie Variant

Hoarfrost Zombie Variant
This zombie is created when raised from frozen ground. It is covered in jagged spikes of ice protruding from its skin.

Armor Class: Hoarfrost zombies have +1 natural armor in addition to the natural armor bonus based upon size.
Defensive Abilities: Hoarfrost Zombies have DR5/blunt instead of slashing due to the brittle nature of their bodies. Hoarfrost zombies are treated as if wearing armor spikes.
Special Attacks: A Hoarfrost Zombie gains the following special attack.
Jagged Spines (Ex): These zombies cause 1 bleed damage on slam attacks due to the jagged shards of ice which tear into their victims.

Wednesday, August 10, 2011

Warped Wednesday - Rustaur

Today, we're using one of the classic horrors, and warping it with the Bipedal Template from Green Ronin's Advanced Bestiary. Now the beast has just enough intellect to be dangerous, especially with it's big club.


Rustaur (Giant Advanced Bipedal Rust Monster) CR6

With the body of a massive chitin shelled humanoid, and a strange propeller like tail, feathery antenna on its insect like head, it raises its club as it looks hungrily at your armor.

bipedal template (Advanced Bestiary pg. 27)

XP 2,400
NE Large aberration
Init +4; Senses darkvision 60 ft., scent metals 90 ft.; Perception +14

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DEFENSE

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AC 24, touch 13, flat-footed 20 (+4 Dex, +11 natural, -1 size)
hp 57 (5d8+25)
Fort +6, Ref +5, Will +7;

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OFFENSE

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Speed 40 ft., climb 10 ft.
Melee bite +11 (1d4+6), antennae +5 touch (rust), large great club +11 (2d6+6)
Space 10 ft.Reach 10 ft.

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STATISTICS

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Str 22, Dex 19, Con 21, Int 6, Wis 17, Cha 12;
Base Atk +3; CMB +8; CMD 22
Feats: Ability Focus (rust), Skill Focus (Perception), Improved Natural Armor
Skills: Climb +12, Perception +14

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ECOLOGY

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Environment any underground
Organization solitary, pair, or nest (3-10)
Treasure
incidental (no metal treasure)

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SPECIAL ABILITIES

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Rust (Su) A rust monster's antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition-a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. Against creatures made of metal, a rust monster's antennae deal 3d6+5 points of damage. An attended object, any magic object, or a metal creature can attempt a DC 17 Reflex save to negate this effect. The save DC is Constitution-based.

Scent Metals (Ex) This ability functions much the same as the scent ability, except that the range is 90 feet and the rust monster can only use it to sense metal objects (including creatures wearing or carrying metal objects).


Rustaur stand roughly 9 feet in height, having a heavily armored carapace akin to an umber hulk. Rustaur are similar to Minotaur in form, but with a thick chitinous carapace.

Being intelligent humanoids, Rustaurs tend to actively seek the metals they so crave. They are not intelligent enough to analyze threats like wizards, they are easily tricked by large amounts of metal. It is smart enough to know to take out weapons and armor of opponents to make a light snack of the rest of their equipment.

Rustaurs unlike their base stock, have developed a mean streak, they are bullies to the core, and often delight in terrorizing weaker creatures, often forcing them to bring tribute in the form of raw metal, or be pounded into a pulp. Often Rustaurs will lay in ambush outside a town, waylaying travelers of their metals, however their ruthlessness tends to get those hunted down rather quickly.

Advances: Rustaur that advance in a character class will typically become barbarians, beware of those that become excellent trackers however, just dropping your shield probably won't protect you.


Designer Note: I increased the CR to 6 instead of 5 based upon the higher AC. In addition the reach combined with the touch rust attack will tend to make combat with a Rustaur extremely painful.

Ironlorne is one such beast, a 5th level barbarian Rustaur. To be revealed next week.