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<blockquote data-quote="der_kluge" data-source="post: 2853575" data-attributes="member: 945"><p><strong>1. Cave Entrance (EL 6 - if rust monsters are present; EL 0 otherwise)</strong></p><p></p><p></p><p></p><p>This cave is normally the home to two rust monsters. Ferix, the dragon (see area 8) often supplies these creatures with bits of metal that she finds to encourage them to nest here. So while the rust monsters have a fairly steady supply of food, it's in their nature to constantly wander the countryside to satiate their metallic hunger. This frustrates Ferix to no end, who would love to see the two remain here constantly as guards protecting the entranceway, but she knows that, at best, all she can do is keep them from leaving completely. The rust monsters are encountered here only on a roll of 1 on a 1d4 if entering the dungeon - 1 to 2 on a 1d4 if they are leaving the dungeon (assuming they weren't encountered before).</p><p></p><p><strong>Rust Monsters (2)</strong></p><p><strong>Medium Aberration</strong></p><p><strong>Hit Dice:</strong> 8d8+16 (52 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 40 ft. (8 squares)</p><p><strong>Armor Class:</strong> 18 (+3 Dex, +5 natural), touch 13, flat-footed 15</p><p><strong>Base Attack/Grapple:</strong> +6/+6</p><p><strong>Attack:</strong> Antennae touch +3 melee (rust)</p><p><strong>Full Attack:</strong> Antennae touch +6/+1 melee (rust) and bite +0/+0 melee (1d3)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Rust</p><p><strong>Special Qualities:</strong> Darkvision, scent</p><p><strong>Saves:</strong> Fort +4, Ref +5, Will +7</p><p><strong>Abilities:</strong> Str 10, Dex 17, Con 14, Int 2, Wis 13, Cha 8</p><p><strong>Skills:</strong> Listen +9, Spot +8</p><p><strong>Feats:</strong> Alertness, Track, Ability Focus (Rust)</p><p><strong>Environment:</strong> Underground</p><p><strong>Organization:</strong> Solitary or pair</p><p><strong>Challenge Rating:</strong> 4</p><p><strong>Alignment:</strong> neutral</p><p></p><p>These rust monsters are mostly dark brown with a dark red back. They are about 6 feet long, and just over 3 feet high, and each weighs about 250 pounds. These rust monsters are a little fatter and bigger than most.</p><p><strong>Tactics</strong></p><p>These rust monsters, like all rust monsters, are voracious eaters of metal. They can smell metal of any kind up to 90 feet away. They will always attack the largest source of metal first, striking at armor, then shields, then weapons. They will not fight to the death, and will flee if seriously injured.</p><p><strong>Rust (Ex):</strong> A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 22 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus and a +2 from Ability Focus.</p><p>A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.</p><p></p><p></p><p>The floor here is very soft and powdery. Closer examination will reveal that it is in fact piles of rust. Anyone with any sort of metal-related craft skill can identify its nature, otherwise, a DC 10 intelligence check can determine what it is.</p><p></p><p>Searching this room (DC 10) reveals some old leather armor riddled with holes. This was once studded leather which is now somewhat tattered from all the metallic studs being chewed off. It's quite old, and has no identifiable markings. There are also 7 wooden handles scattered about, which were once attached to axes and hammers. Hidden within the layers of powder, an exhaustive search (DC 30) will uncover 5 onyx buttons (apparently missed by the dragons) worth a total of 40gp. </p><p></p><p>Anyone making a survival check in the cave (DC 10) will notice dragon tracks heading into the pool, and strange insect-like tracks belonging to rust monsters. Seasoned adventurers will figure those out right away, otherwise a Knowledge (Dungeoneering) check of a DC 10 will be able to identify the owners.</p><p></p><p>The water here is muddy, though not terribly deep. A successful search in the water (DC 15) will reveal a submerged underwater passage leading further into the cave. A more thorough search (DC 25) will reveal that this passageway has been clawed into being wider. The tunnel is just over 15' in length. Anyone swimming under it can do so in a single round with a DC 10 Swim check. Because it is so shallow, it's possible to simply crawl on the bottom of the tunnel, for those in heavy armor, though only at a rate of 5' per round.</p><p></p><p>Contributor: Curtis "der_kluge" Bennett</p></blockquote><p></p>
[QUOTE="der_kluge, post: 2853575, member: 945"] [b]1. Cave Entrance (EL 6 - if rust monsters are present; EL 0 otherwise)[/b] This cave is normally the home to two rust monsters. Ferix, the dragon (see area 8) often supplies these creatures with bits of metal that she finds to encourage them to nest here. So while the rust monsters have a fairly steady supply of food, it's in their nature to constantly wander the countryside to satiate their metallic hunger. This frustrates Ferix to no end, who would love to see the two remain here constantly as guards protecting the entranceway, but she knows that, at best, all she can do is keep them from leaving completely. The rust monsters are encountered here only on a roll of 1 on a 1d4 if entering the dungeon - 1 to 2 on a 1d4 if they are leaving the dungeon (assuming they weren't encountered before). [b]Rust Monsters (2) Medium Aberration[/b] [b]Hit Dice:[/b] 8d8+16 (52 hp) [b]Initiative:[/b] +3 [b]Speed:[/b] 40 ft. (8 squares) [b]Armor Class:[/b] 18 (+3 Dex, +5 natural), touch 13, flat-footed 15 [b]Base Attack/Grapple:[/b] +6/+6 [b]Attack:[/b] Antennae touch +3 melee (rust) [b]Full Attack:[/b] Antennae touch +6/+1 melee (rust) and bite +0/+0 melee (1d3) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] Rust [b]Special Qualities:[/b] Darkvision, scent [b]Saves:[/b] Fort +4, Ref +5, Will +7 [b]Abilities:[/b] Str 10, Dex 17, Con 14, Int 2, Wis 13, Cha 8 [b]Skills:[/b] Listen +9, Spot +8 [b]Feats:[/b] Alertness, Track, Ability Focus (Rust) [b]Environment:[/b] Underground [b]Organization:[/b] Solitary or pair [b]Challenge Rating:[/b] 4 [b]Alignment:[/b] neutral These rust monsters are mostly dark brown with a dark red back. They are about 6 feet long, and just over 3 feet high, and each weighs about 250 pounds. These rust monsters are a little fatter and bigger than most. [b]Tactics[/b] These rust monsters, like all rust monsters, are voracious eaters of metal. They can smell metal of any kind up to 90 feet away. They will always attack the largest source of metal first, striking at armor, then shields, then weapons. They will not fight to the death, and will flee if seriously injured. [b]Rust (Ex):[/b] A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 22 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus and a +2 from Ability Focus. A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected. The floor here is very soft and powdery. Closer examination will reveal that it is in fact piles of rust. Anyone with any sort of metal-related craft skill can identify its nature, otherwise, a DC 10 intelligence check can determine what it is. Searching this room (DC 10) reveals some old leather armor riddled with holes. This was once studded leather which is now somewhat tattered from all the metallic studs being chewed off. It's quite old, and has no identifiable markings. There are also 7 wooden handles scattered about, which were once attached to axes and hammers. Hidden within the layers of powder, an exhaustive search (DC 30) will uncover 5 onyx buttons (apparently missed by the dragons) worth a total of 40gp. Anyone making a survival check in the cave (DC 10) will notice dragon tracks heading into the pool, and strange insect-like tracks belonging to rust monsters. Seasoned adventurers will figure those out right away, otherwise a Knowledge (Dungeoneering) check of a DC 10 will be able to identify the owners. The water here is muddy, though not terribly deep. A successful search in the water (DC 15) will reveal a submerged underwater passage leading further into the cave. A more thorough search (DC 25) will reveal that this passageway has been clawed into being wider. The tunnel is just over 15' in length. Anyone swimming under it can do so in a single round with a DC 10 Swim check. Because it is so shallow, it's possible to simply crawl on the bottom of the tunnel, for those in heavy armor, though only at a rate of 5' per round. Contributor: Curtis "der_kluge" Bennett [/QUOTE]
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