Ferret
Explorer
I made it for "The PC's" to battle, I saw the template and imagined him breaking out of chains and attacking "The PC's"
Not quite legal but it was good!
Rust diver
Huge Aberration
Hit Dice: 9d8+45 (85hp)
Initiative: +2 (dex)
Speed: 40ft, burrow 10ft
AC: 22 (-2 size, +2 dex, +12 Natural)
Attacks: Bite +12 Melee, 2 claws +7 Melee, Antennae touch +7 melee
Damage: Bite 2d8+8, Claw 2d6 +4, Antennae touch rust
Face/reach: 10ft. by 20ft. /10ft.
Special attacks: Leap, Rust
Special qualities: Scent, Tremorsense
Saves: Fort +11, Refl +8, Will +5
Abilities: Str 27, Dex 15, Con 20, Int 3, Wis 13, Cha 8
Skills: Jump +12 Listen +9 Spot +9
Feats; Alertness (B)
Climate: Temperate land or underground
Organization: Solitary
Challenge rating: 8
Treasure: none
Alignment: Neutral
Advancement: 10-16HD (Huge); 17-27HD (Gargantuan)
Combat: Rust divers are an obscure combination of Rust monster and Bulette, this awesome duo of fearsome monsters is quite challenging.
A rust diver can scent a metal object up to 90 feet away, dashing toward the source and attempting to strike it with its antennae. The creature is relentless, chasing adventurers over long distances if they still possess intact metal objects but usually ceasing its attacks to devour a freshly rusted meal. A clever (or desperate) adventurer can often distract a hungry rust monster by tossing it some metal objects, then fleeing while it consumes them
Leap (Ex): A bulette can jump into the air during combat. This allows it to make four claw attacks instead of two, but it cannot bite. The attack bonus is +12.
Tremorsense (Ex): Bulettes can automatically sense the location of anything within 60 feet that is in contact with the ground.
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 size of the object is immaterial-a full suit of armor rusts away as quickly as a sword. Magic armor and weapons, and other enchanted items made of metal, must succeed at a Reflex save (DC 20) or be dissolved. A metal weapon that deals damage to a rust monster also corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.
I haven't muchg of a writing for it, but it seems good

Not quite legal but it was good!
Rust diver
Huge Aberration
Hit Dice: 9d8+45 (85hp)
Initiative: +2 (dex)
Speed: 40ft, burrow 10ft
AC: 22 (-2 size, +2 dex, +12 Natural)
Attacks: Bite +12 Melee, 2 claws +7 Melee, Antennae touch +7 melee
Damage: Bite 2d8+8, Claw 2d6 +4, Antennae touch rust
Face/reach: 10ft. by 20ft. /10ft.
Special attacks: Leap, Rust
Special qualities: Scent, Tremorsense
Saves: Fort +11, Refl +8, Will +5
Abilities: Str 27, Dex 15, Con 20, Int 3, Wis 13, Cha 8
Skills: Jump +12 Listen +9 Spot +9
Feats; Alertness (B)
Climate: Temperate land or underground
Organization: Solitary
Challenge rating: 8
Treasure: none
Alignment: Neutral
Advancement: 10-16HD (Huge); 17-27HD (Gargantuan)
Combat: Rust divers are an obscure combination of Rust monster and Bulette, this awesome duo of fearsome monsters is quite challenging.
A rust diver can scent a metal object up to 90 feet away, dashing toward the source and attempting to strike it with its antennae. The creature is relentless, chasing adventurers over long distances if they still possess intact metal objects but usually ceasing its attacks to devour a freshly rusted meal. A clever (or desperate) adventurer can often distract a hungry rust monster by tossing it some metal objects, then fleeing while it consumes them
Leap (Ex): A bulette can jump into the air during combat. This allows it to make four claw attacks instead of two, but it cannot bite. The attack bonus is +12.
Tremorsense (Ex): Bulettes can automatically sense the location of anything within 60 feet that is in contact with the ground.
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 size of the object is immaterial-a full suit of armor rusts away as quickly as a sword. Magic armor and weapons, and other enchanted items made of metal, must succeed at a Reflex save (DC 20) or be dissolved. A metal weapon that deals damage to a rust monster also corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.
I haven't muchg of a writing for it, but it seems good