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Help me find a template to slap on a rust monster
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<blockquote data-quote="Sir Whiskers" data-source="post: 1423461" data-attributes="member: 6941"><p>Here's the same rust monster, but I've also added the heightened template from BoTD.</p><p></p><p><strong> Heightened Trollish Rust Monster</strong> </p><p></p><p><strong>Size</strong> Large </p><p><strong>Type</strong> Aberration [Troll]</p><p> <strong>Hit Dice</strong> 10d10+55 (110 hp)</p><p> <strong>Initiative</strong> +5</p><p> <strong>Speed</strong> 40 ft.</p><p> <strong>AC</strong> 27 (-1 Size, +5 Dex, +13 natural)</p><p> <strong>Touch</strong> 15</p><p> <strong>Flat-footed</strong> 23</p><p> <strong>BAB</strong> +12</p><p> <strong>Grapple</strong> +17</p><p> <strong>Attack</strong> Antennae touch +11 melee (rust)</p><p> <strong>Full Attack</strong> </p><p>Antennae touch +12 melee (rust) and</p><p> 2 Claws +10 (1d4+3) and</p><p> Bite +10 melee (1d6+3)</p><p> <strong>Space/Reach</strong> 10 ft. / 10 ft.</p><p> <strong>Special Attacks</strong> </p><p>Rust</p><p> Rend</p><p> <strong>Special Qualities</strong> </p><p>Darkvision</p><p> Immunities</p><p> Mixed blood</p><p> Regeneration 2</p><p> Scent</p><p> SR 20</p><p> Tremorsense</p><p> <strong>Saves</strong></p><p> Fort +9</p><p> Ref +8</p><p> Will +8</p><p> <strong>Abilities</strong></p><p> Str 22</p><p> Dex 21</p><p> Con 23</p><p> Int 2</p><p> Wis 13</p><p> Cha 6</p><p> <strong>Skills</strong> </p><p>Listen +13</p><p> Spot +13</p><p> <strong>Feats</strong> </p><p>Alertness</p><p> Multiattack</p><p> Track</p><p> <strong>Environment</strong> Underground</p><p> <strong>Organization</strong> Solitary, Pair</p><p> <strong>Challenge Rating</strong> 10</p><p> <strong>Treasure</strong> None</p><p> <strong>Alignment</strong> Always Neutral</p><p> <strong>Advancement</strong> 11-15 HD (Large)</p><p></p><p>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.</p><p></p><p>The typical trollish rust monster measures 9 feet long and 5 feet high, weighing 400 pounds.</p><p></p><p>COMBAT</p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></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>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.</p><p></p><p>Mixed blood (Ex): For all special effects and abilities, the trollish rust monster is considered to be a troll and an aberration.</p><p></p><p>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.</p><p></p><p>Tremorsense (Ex): The creature can detect any object or creature that is in contact with the ground in a 30 foot radius.</p><p></p><p>Immunities: The heightened trollish rust monster is immune to charm, sleep, and paralysis effects.</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 1423461, member: 6941"] Here's the same rust monster, but I've also added the heightened template from BoTD. [B] Heightened Trollish Rust Monster[/B] [B]Size[/B] Large [B]Type[/B] Aberration [Troll] [B]Hit Dice[/B] 10d10+55 (110 hp) [B]Initiative[/B] +5 [B]Speed[/B] 40 ft. [B]AC[/B] 27 (-1 Size, +5 Dex, +13 natural) [B]Touch[/B] 15 [B]Flat-footed[/B] 23 [B]BAB[/B] +12 [B]Grapple[/B] +17 [B]Attack[/B] Antennae touch +11 melee (rust) [B]Full Attack[/B] Antennae touch +12 melee (rust) and 2 Claws +10 (1d4+3) and Bite +10 melee (1d6+3) [B]Space/Reach[/B] 10 ft. / 10 ft. [B]Special Attacks[/B] Rust Rend [B]Special Qualities[/B] Darkvision Immunities Mixed blood Regeneration 2 Scent SR 20 Tremorsense [B]Saves[/B] Fort +9 Ref +8 Will +8 [B]Abilities[/B] Str 22 Dex 21 Con 23 Int 2 Wis 13 Cha 6 [B]Skills[/B] Listen +13 Spot +13 [B]Feats[/B] Alertness Multiattack Track [B]Environment[/B] Underground [B]Organization[/B] Solitary, Pair [B]Challenge Rating[/B] 10 [B]Treasure[/B] None [B]Alignment[/B] Always Neutral [B]Advancement[/B] 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. [/QUOTE]
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