Rust Monster Nightmare - Monsters

Rust Monster Nightmare
Huge natural beast
Level 24 Solo Controller XP 30250

Initiative +15        Senses Perception +21; blindsight 20
Repulsion aura 4; enemies treat all squares within the aura as difficult terrain.
HP 888; Bloodied 444
AC 38; Fortitude 33, Reflex 37, Will 36
Resist Psychic 30
Saving Throws +5
Speed 6, teleport 6
Action Points 2

(⚔) Bite (standard, at-will)

Reach 2; +28 vs AC; 3d8+6 damage, and if the target is wearing magic armor, the armor starts decaying; the wearer takes a –1 penalty to AC until the end of encounter. This penalty is cumulative, to a maximum –5.

(➶) Consumptive Force (standard, at-will)

Ranged 5; +27 vs Reflex; 2d12+6 psychic damage, and if the target is wearing magic armor, the armor starts decaying; the wearer takes a –1 penalty to AC until the end of encounter. This penalty is cumulative, to a maximum –5.

Dissolve Item (minor 1/turn, recharge ⚄⚅) ✦ Reliable

Targets a creature wearing or wielding a decaying magic item of 30th level or lower; +28 vs. Reflex; the decaying magic item is destroyed.

Nightmare's Flurry (standard, at-will)

The rust monster nightmare shifts 4 squares by leaping and makes four melee or ranged basic attacks.

Dweomer Feedback (standard, recharge ⚄⚅)

Ranged 10; +26 vs Fortitude; 3d12+6 damage, and the target is stunned (save ends). First Failed Saving Throw: The target is unconscious (save ends). The rust monster nightmare causes the magical possession of the target to exude painful vibrations.

Psychic Trap (standard, recharge when first bloodied)

Close blast 5; +26 vs Will; 2d12+6 psychic damage, and the target is immobilized until the end of the rust monster nightmare's next turn. Miss: Half damage, and the target is slowed until the end of the rust monster nightmare's next turn.

Extradimensional Lock (immediate interrupt, when an enemy teleports into or out of a square adjacent to the rust monster nightmare; at-will)

Targets the triggering creature; +27 vs. Will; the teleport fails and the rust monster gains 20 temporary hit points.

Magic Consumption ( when the rust monster nightmare is hit by an attack that uses a magic implement or weapon; at-will)

The implement or weapon used in the triggering attack begins decaying; the wielder of the weapon takes a –1 penalty to damage rolls with that weapon until the end of the encounter. This penalty is cumulative, to a maximum of –5.

Residuum Recovery

A rust monster nightmare consumes any item it destroys. The residuum from any magic items the creature has destroyed can be retrieved from its stomach. The residuum is worth the market value of the item (not one-fifth the value).

Alignment Unaligned        Languages (telepathy)
Str 25 (+19)      Dex 17 (+15)      Wis 18 (+16)
Con 22 (+18)      Int 8 (+11)      Cha 12 (+13)


Published in Dragon Magazine 376, page(s) 31.