🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Rust ScarabCreature 5


LargeElementalMetal
Source Pathfinder Rage of Elements
Perception +9 (darkvision, rust vision)
Languages Talican
Skills Lore +11, Athletics +13
Str +6, Dex +2, Con +5, Int +2, Wis +2, Cha +2

AC 21; Fort +14; Reflex +9; Will +11;
HP 65
Speed 25 feet
Immunities bleed, paralyzed, poison, sleep
Resistances Electricity 5

Claw One Action +15 (+10, +5) to hit (unarmed) 2d8+6 Slashing

Heavy

As long as it is immobile, the elemental can't be forcibly moved or knocked Prone. If it takes a move action, it loses this immunity until the start of its next turn.

Rust Vision

A rust scarab ignores the Concealed condition from rust clouds.

Crumbling Carapace

When a rust scarab is reduced to fewer than half its maximum Hit Points or is damaged by a critical hit, its outer shell breaks into a veil of rusty metal flakes. This causes it to lose its resistance to physical damage and its heavy ability, but it gains a rust cloud aura and a 35-foot land Speed.

Rust Cloud

A rust scarab whose carapace is broken is constantly surrounded by a cloud of rust flakes that cause it to be Concealed from creatures more than 5 feet away from it.

Tetanus (disease)

Saving Throw DC 19 fortitude

Onset 1 week

Stage 1 Clumsy 1 (1 week)

Stage 2 Clumsy 2 and can't speak (1 day)

Stage 3 Paralyzed with spasms (1 day)

Stage 4 death

Trample Three Actions

Medium or smaller, claw, DC 23 reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).


These elementals resemble enormous beetles, with thick outer shells composed of multiple layers of heavily pockmarked, rusted plates protecting a jagged metallic skeleton.


Metal elementals can manifest in a wide variety of different forms, from shapeless amalgams of different metals to humanoid and beast-like monstrosities.

Metal Forms

Though metal elementals are made almost entirely of metal, most are composed of layers of different metals in tiny fragments, as complex as a body of flesh or plant matter. Many of these metals are rusted or decayed from the natural, slow entropy of the Plane of Metal.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Metal

Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal.