Dust Monster

Known in tales for turning items to dust, this creature presents an unexpected challenge for many a victim. Most who survive a battle with them end up weaponless and facing perils deeper in the dungeons in which they dwell. It is said that dust monsters control time itself, sending objects so far into the future that they become dust on contact.

Dust Monster
Size/Type: Medium Aberration (Time)
Hit Dice: 8d8+5 (42 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/+3
Attack: Antennae touch +3 melee (dust)
Full Attack: Antennae touch +3 melee (dust) and bite -2 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dust
Special Qualities: Darkvision, scent
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 10, Dex 18, Con 13, Int 2, Wis 13, Cha 8
Skills: Listen +7, Spot +7
Feats: Alertness, Track
Environment: Underground
Organization: Solitary or pair
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 8-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: —

The hide of these creatures varies in color from a white underside to a yellowish tan upper back. A dust monster’s prehensile antennae can turn any item to dust on contact.

Like its distant cousin, the rust monster, the typical dust monster measures 5 feet long and 3 feet high, weighing 200 pounds.

Dust monsters serve beings who can control time with greater power and precision than them, usually serving as a line of defense in their towers and lairs.

Combat

A dust monster can sense an 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 objects but usually ceasing its attacks to devour a freshly meal just turned to dust.

The creature targets the largest 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 any object if given the opportunity.

Dust (Ex): A dust monster that makes a successful touch attack with its antennae causes the target object to turn to dust, blowing away or falling into a pile on the floor and becoming useless immediately. The touch can destroy up to a 10-foot cube of an object instantly. Magic armor and weapons, and other magic items, must succeed on a DC 17 Reflex save or be affected. The save DC is Constitution-based and includes a +4 racial bonus. Time warded objects are not affected.

No make whole or mend spells can repair the object; it is simply lost to the ages.

Any weapon that deals damage to a dust monster turns to dust immediately. Flesh is not affected.


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