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Rust Scarab

Creature 5 — elemental, metal

Pre-Remaster content. May include legacy alignment.

CrasherAnvilLANDelementalmetal

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

Source: rage-of-elements-bestiary (Pre-Remaster)

Perception +9; darkvision; rust vision
Languages talican
Skills athletics +13, Plane of Metal Lore +11
Str
+6
Dex
+2
Con
+5
Int
+2
Wis
+2
Cha
+2
AC 21 Fort +14 Ref +9 Will +11
HP 65
Immunities bleed, paralyzed, poison, sleep
Resistances electricity 5
Speed 25 feet

Offense

Melee Claw (unarmed) +15, Damage 2d8+6 slashing plus Tetanus

Abilities

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 — 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).

WORKS WELL WITH

WeaverLANDThe weaver funnels enemies into predictable paths that the scarab's trample can repeatedly exploit.
MenderLANDThe mender sustains the scarab through its crumbling carapace transition, maintaining frontline pressure.

PUNISHES

✖ clumping✖ melee reliance✖ standing still
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Rage of Elements.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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