| Size/Type: | Large Earth Elemental |
|---|---|
| Hit Dice: | 7d8+7 (38 hp) |
| Initiative: | +9 |
| Speed: | 30 ft. (6 squares), fly 50 ft. (perfect) |
| Armor Class: | 22 (-1 size, +5 Dex, +8 natural), touch 14, flat-footed 17 |
| Base Attack/Grapple: | +5/+11 |
| Attack: | Slam +10 melee (1d6+2) |
| Full Attack: | 2 slams +10 melee (1d6+2) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Choking dust |
| Special Qualities: | Darkvision 60 ft., elemental traits, dust form |
| Saves: | Fort +3, Ref +10, Will +2 |
| Abilities: | Str 14, Dex 21, Con 13, Int 6, Wis 11, Cha 11 |
| Skills: | Listen +7, Move Silently +13, Spot +7 |
| Feats: | Combat Reflexes, Improved InitiativeB, Weapon FinesseB |
| Environment: | Quasielemental Plane of Dust |
| Organization: | Solitary |
| Challenge Rating: | 8 |
| Treasure: | None |
| Alignment: | Usually neutral evil |
| Advancement: | 8-10 HD (Large); 11-21 HD (Huge) |
| Level Adjustment: | — |
Rust quasielementals are creatures from the Quasiplane of Dust. They are composed primarily of dark flecks of dust. Although they tend to evil, they are very reclusive and usually have no interest in the affairs of others. A dust quasielemental’s shape makes it look vaguely like a dusty air elemental, for which it can easily be mistaken.
Rust quasielementals speak Terran, but rarely choose to do so.
In most cases, a rust quasielemental fights by engulfing its enemies.
A rust quasielemental in dust form (see below) can engulf opponents by moving on top of them. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The target must succeed on a DC 14 Fortitude save or take 2d6 points of Constitution damage immediately as negative energy-imbued dust enters their lungs and body. The save DC is Constitution-based.
Most of the time a rust quasielemental is more or less solid, but at will it can assume dust form. It can switch forms once per round as a free action and can spend up to 20 rounds per day in dust form. A rust quasielemental in dust form can fly at a speed of 50 feet (perfect). The ability is otherwise similar to a gaseous form spell (caster level 7th).
A rust quasielemental that successfully keeps an enemy engulfed for one turn causes one metal item to corrode at the end of the turn. The item falls to pieces, becoming useless immediately. 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 quasielemental corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.
Rust quasielementals have a +8 racial bonus on Move Silently checks.
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