cinco de rusto
sorry for the wait...
i feel like scott kurtz trying to post PVP during comic book season
btw... aaron williams and i are dear friends and i hate him now for making me post the dire badger.... but in the mean time you get rustoleum
peace
C41. Rust Monster’s Prison Cell
The doors of this cell are made out of heavy oak and several wooden beams nailed into the stone wall block it. Anyone wishing to enter this Room must first remove the wooden planks that block the entrance. Each of the five beams can be pulled with a successful DC 20 Strength check. This action reveals a rusted but functional iron lock mechanism. A DC 22 Open Lock check is required to unlock the door, unless the PCs have acquired its key from Room C38. The PC opening this door must succeed at a DC 20 Dexterity check. Failing this check results in the door falling off its hinges, which are completely eaten by rust.
Inside this large and shadowy chamber is an insect-like creature with four squat legs, long antennae, and a squat body protected by an incongruous hide. The walls of this chamber are made out of stone, and like most of the dungeon seem to have been carved out from the sheer bedrock. These walls, however, have turned into a deep rust-colored shade, as if every ounce of metal within them had rusted.
Initial Attitude: Hostile
Encounter: A Large rust monster (hp 101) is locked in this Room. The creature has been feeding on the tiny residues of iron found within the walls of its prison. It is maddened and hateful, standing ready to charge anyone fool enough to unlock its cell.
While the Room itself is not haunted, remaining in it for more than 24 hours can have damaging effects. Soft, almost imperceptible echoes, bounce from the walls of the Room. As time goes on, these echoes become harder and harder to block out, until the creature inside begins to think the sounds are part of his psyche. Anyone failing a Willpower save (DC 15, +1 per previous save) suffers 1 point of permanent Wisdom damage, that takes twice as long to heal. This save must be made every two hours beyond the 24th.
Tactics: The rust monster is mindless. It has been trapped in the cell too long. It attacks the nearest PC in metal armor and fights ferociously. It continues to attack the PC until his armor is beyond repair, then targets weapons, finally moving on to the next PC. While rust monsters themselves do not normally act like trapped raccoons, this one has suffered too much trauma from being locked up so long..
Treasure: Anything of value is now a slag of rust.
EL: 6
Scaling: To increase the challenge of this encounter, add one rust monster. To decrease the challenge, have the rust monster wounded (–30 hit points).
Rust Monster: CR 6; Large aberration; HD 14d8+52; hp 101; Init +7;
Spd 40 ft.; AC 19, touch 11, flat-footed 17; Base Atk +10; Grp +17;
Atk +14 melee (rust, antennae touch); Full Atk +14 melee (rust, antennae touch) and +4 melee (1d4+2, bite); SA Rust; SQ Darkvision, scent; AL N; SV Fort +7, Ref +6, Will +5; Str 18, Dex 15, Con 17, Int 2, Wis 3*, Cha 8.
Skills and Feats: Listen +7, Spot +6; Alertness, Improved Initiative, Improved Natural Armor, Track, Weapon Focus (antannae).
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 24 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.