Help me find a template to slap on a rust monster


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Nightingale 7 said:
Flavorwise I would like to see wood-elemental/feral/advanced rust monsters.Developed by fanatical druids that think the encroachment of civilisation has gone too far.A special breeding program allowed them to build hard,resilient rust monsters,infused with the power of nature!How does a normal army defeat a herd of creatures who fast-heal wounds dealt to them while destroying their weapons?


nice! I think you just gave me my idea for my next adventure :)
 

Hmm. Been looking over a lot of these templates. I realize many folks may consider this a trifle, but it seems that as an aberration, there are very few templates that actually are available for the ruster. That's irksome. Obviously as a DM I can allow whatever I want, but I want my players to think "what a diabolical design" and not "what a cheesy angle". A lot of that has to do with designing creatures within the boundaries of what the template states are "legal" combinations.

Then again, from looking at the 3.5e MM, it looks like the revised outlook on templates is to broaden the applicability of templates, as many of them now simply state "any corporeal creature".

Btw, Jondor, I believe the feat you're referring to is for creatures that have regeneration as a special quality. Also, the warbeast and monster of legend templates are from MMII. Annoyingly, neither make allowances for aberrations.

In regards to Lord Anthrax's suggestion about using an annihlator, I think that I should've stated up front that ideally the CR will range from 8-10.
 

Felon said:
In regards to Lord Anthrax's suggestion about using an annihlator, I think that I should've stated up front that ideally the CR will range from 8-10.

Not a problem. Knock 5-10 HD off one, drop some feats accordingly, lower stats and SR, perhaps drop it down a size class, call it a juvenile. :cool:
 

Felon said:
Hmm. Been looking over a lot of these templates. I realize many folks may consider this a trifle, but it seems that as an aberration, there are very few templates that actually are available for the ruster. That's irksome. Obviously as a DM I can allow whatever I want, but I want my players to think "what a diabolical design" and not "what a cheesy angle". A lot of that has to do with designing creatures within the boundaries of what the template states are "legal" combinations.

Then again, from looking at the 3.5e MM, it looks like the revised outlook on templates is to broaden the applicability of templates, as many of them now simply state "any corporeal creature".

I find myself doing that a lot, so I cobbled together a table, 3.5 SRD template matrix.
 

Thought I'd throw together a couple you might like. Here's a large rust monster with troll blood (courtesy of some deranged wizard I suspect). This one uses the half-troll template from BoTD.

Trollish Rust Monster

Size Large
Type Aberration [Troll]
Hit Dice 10d8+50 (95 hp)
Initiative +4
Speed 40 ft.
AC 23 (-1 Size, +4 Dex, +9 natural)
Touch 14
Flat-footed 19
BAB +11
Grapple +16
Attack Antennae touch +10 melee (rust)
Full Attack
Antennae touch +11 melee (rust) and
2 Claws +9 (1d4+2) and
Bite +9 melee (1d6+2)
Space/Reach 10 ft. / 10 ft.
Special Attacks
Rust
Rend
Special Qualities
Darkvision
Mixed blood
Regeneration 2
Scent
Saves
Fort +8
Ref +7
Will +7
Abilities
Str 20
Dex 19
Con 21
Int 2
Wis 11
Cha 4
Skills
Listen +12
Spot +12
Feats
Alertness
Multiattack
Track
Environment Underground
Organization Solitary, Pair
Challenge Rating 8
Treasure None
Alignment Always Neutral
Advancement 11-15 HD (Large)

The hide of these creatures varies in color from a yellowish green underside to a rust-red upper back. A rust monster’s prehensile antennae can rust metals on contact.

The typical trollish rust monster measures 9 feet long and 5 feet high, weighing 400 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 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 17 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.

A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.

Rend (Ex): When a trollish rust monster hits with both claw attacks against a single opponent in one round, it automatically tears the flesh, inflicting an additional 2d4+7 points of damage.

Mixed blood (Ex): For all special effects and abilities, the trollish rust monster is considered to be a troll and an aberration.

Regeneration (Ex): A trollish rust monster regenerates 2 hit points per round. Only fire and acid inflict real damage to this creature. If the trollish rust monster loses a limb or bady part, the lost portion regrows in 3d6 minutes.
 

Here's the same rust monster, but I've also added the heightened template from BoTD.

Heightened Trollish Rust Monster

Size Large
Type Aberration [Troll]
Hit Dice 10d10+55 (110 hp)
Initiative +5
Speed 40 ft.
AC 27 (-1 Size, +5 Dex, +13 natural)
Touch 15
Flat-footed 23
BAB +12
Grapple +17
Attack Antennae touch +11 melee (rust)
Full Attack
Antennae touch +12 melee (rust) and
2 Claws +10 (1d4+3) and
Bite +10 melee (1d6+3)
Space/Reach 10 ft. / 10 ft.
Special Attacks
Rust
Rend
Special Qualities
Darkvision
Immunities
Mixed blood
Regeneration 2
Scent
SR 20
Tremorsense
Saves
Fort +9
Ref +8
Will +8
Abilities
Str 22
Dex 21
Con 23
Int 2
Wis 13
Cha 6
Skills
Listen +13
Spot +13
Feats
Alertness
Multiattack
Track
Environment Underground
Organization Solitary, Pair
Challenge Rating 10
Treasure None
Alignment Always Neutral
Advancement 11-15 HD (Large)

The hide of these creatures varies in color from a yellowish green underside to a rust-red upper back. A rust monster’s prehensile antennae can rust metals on contact.

The typical trollish rust monster measures 9 feet long and 5 feet high, weighing 400 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 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 17 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.

A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.

Rend (Ex): When a trollish rust monster hits with both claw attacks against a single opponent in one round, it automatically tears the flesh, inflicting an additional 2d4+7 points of damage.

Mixed blood (Ex): For all special effects and abilities, the trollish rust monster is considered to be a troll and an aberration.

Regeneration (Ex): A trollish rust monster regenerates 2 hit points per round. Only fire and acid inflict real damage to this creature. If the trollish rust monster loses a limb or bady part, the lost portion regrows in 3d6 minutes.

Tremorsense (Ex): The creature can detect any object or creature that is in contact with the ground in a 30 foot radius.

Immunities: The heightened trollish rust monster is immune to charm, sleep, and paralysis effects.
 
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Groovy. Well, let me go ahead and post the half-red-dragon ruster I was initially considering:

Lare Dragon (Advanced)
Hit Dice: 10d10 +36 (95 hp)
Initiative: +2
Speed: 40 ft, fly 80 ft. (average)
AC: 22 (-1 Size, +2 Dex, +11 natural), touch 11, flat-footed 20
BAB/Grapple: +10/+22
Attack: Antennae touch +18 melee (rust)
Full Attack Antennae touch +18 melee (rust) and 2 Claws +13 (1d6+4) and bite +13 (1d8 + 4)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Rust, Breath Weapon
Special Qualities: Darkvision, low-light vision, scent, Immunity to sleep and paralysis, Fire immunity
Saves: Fort +11, Ref +9, Will +8
Abilities: Str 28, Dex 15, Con 19, Int 4, Wis 13, Cha 10
Skills: Listen +13, Spot +13, Survival +6
Feats: Alertness, Track, Flyby Attack, Hover
Environment: Underground
Organization: Solitary, Pair
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement:10-15 HD (Large)

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 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 23 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.

A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.

Breath Weapon: Once per day a half-red-dragon can breathe a cone of fire that deals 6d8 points of damage. A successful DC 17 Reflex save reduces damage by half
 
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Using the Book of Templates (deluxer), Requiem for a God, and the MM, how about:

Divinely Infused, Advanced, Heightened, Hypermitotic, Non-Euclidian Fiendish Rust Monster

That would scare anyone. Every time you hit, it splits into two. And the non-euclidian aspect gives it a miss chance, and anyone looking at it, has to save or go insane.
 

Nifft said:
MotP and ELH both have decent Pseudonatural Templates, with the one from the ELH being ever-so-slightly stronger. ELH also has a Paragon Template which is probably a wee bit too strong for your current party.

I guess you're joking when you say that the ELH's pseudonatural template is 'slightly stronger'.

Note that the ELH templates are most likely intended to turn non-epic creatures into epic creatures, and they're quite good at it.
 

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