Scallion
| Statistic | Value |
|---|---|
| Size/Type | Large Outsider (Earth, Extraplanar) |
| Hit Dice | 7d8+70 (101 hp) |
| Initiative | +1 |
| Speed | 40 ft. (8 squares), burrow 15 ft. |
| Armor Class | 25 (-1 size, +1 Dex, +15 natural), touch 10, flat-footed 24 |
| Base Attack/Grapple | +7/+15 |
| Attack | Claws +10 melee (1d6+5) |
| Full Attack | 2 claws +10 melee (1d6+5) and bite +8 melee (1d8+2) |
| Space/Reach | 10 ft./10 ft. |
| Special Attacks | Improved grab, rake 1d6+2, rage |
| Special Qualities | Darkvision 60 ft., metalsight 60 ft., resistance to electricity 10, vulnerabilities |
| Saves | Fort +10, Ref +6, Will +7 |
| Abilities | Str 19, Dex 12, Con 21, Int 3, Wis 14, Cha 5 |
| Skills | Balance +5, Climb +14, Listen +13, Spot +13, Survival +8 |
| Feats | Alertness, Blind-Fight, Multiattack |
| Environment | Elemental Plane of Earth |
| Organization | Solitary, pair, or brood (2–5) |
| Challenge Rating | 9 |
| Treasure | No coins; double goods (gems only); no items |
| Alignment | Always neutral |
| Advancement | 8–13 HD (Huge) |
| Level Adjustment | ― |
Description
Resembling a bizarre monstrosity crafted out of old bronze, this creature has six spider-like legs, a bulky, pear-shaped body, and a cone-shaped head at the end of a long, knobby neck. The mouth of this beast is lined by row upon row of sleek, glowing metal fangs.
This metallic beast has a multi-faceted, pear-shaped torso, with six double-jointed legs, and a single, razor-sharp bronze talon at the end of each hinged limb. The head is attached to a long, flexible pipe that emerges from the top of the torso. A large mouth in the head is filled with bristling spines of polished, glowing titanium that can eat through rock and metal ore like butter. A scallion is completely blind, but it can sense any traces of processed metals from a distance. Unfortunately, the scallion is a formidable opponent that will challenge even the best-equipped warriors.
The scallion spends most of its time consuming rich ore veins found deep within the earth. It is completely lost outside its home plane, and considers the material plane to be a desert with only a few prime sources of metal. Processed ores, such as plate armor or steel swords, are a delicacy to the scallion, and it will hunt down a well-armed party, seeking to consume their metal goods.
Scallion are bitter foes of rust monsters and will attack unrelentingly when one is discovered. They are dealt 3d6 damage by the touch of a rust monster antennae (Reflex save for half damage).
Combat
The scallion relies on senses other than sight to attack its foes, so it is only at a disadvantage when it is facing a foe that carries no metal. They can sense the presence of any refined metals within 60 ft. and will immediately seek them out. Their hunger is not easily sated and they will continue to seek out any remaining metal sources until they have consumed at least 40 pounds in a one-hour period.
This creature attacks by trying to pierce a foe with its front talons and then driving home the back four legs. A successful attack with both front legs will allow the scallion to make four additional rake attacks. The head of the scallion can also reach up to 10 ft. away to bite a foe.
Improved Grab (Ex): To use this ability, the scallion must hit with both its claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check it establishes a hold and can make four rake attacks.
Rake (Ex): Attack bonus +10, damage 1d6+2.
Metalsight (Ex): A scallion is completely blind but can sense the presence of any raw and processed metallic ores within 60 feet, even through intervening layers of rock or other solids. Only water or certain magical fields such as a wall of force can block this sense. A creature is effectively invisible to the scallion if it is wearing no metal and has no metallic equipment or body parts.
Rage (Ex): If a scallion fails a saving throw against an electrical attack, it suffers rage as the rage spell for 2d6 rounds. In this state it will bite the nearest source of metal until it is fully consumed, regardless of the amount of damage suffered and the presence of other sources of metal.
Vulnerabilities: A scallion that fails its saving throw against a cold-based attack is slowed as the slow spell for 1d6 rounds. In temperatures below freezing the creature will become unusually stiff and its attacks receive a -4 circumstance penalty.
Scallions take double damage from any water-based attack, and are automatically shaken for 1d6 rounds whenever it contacts a large body of water.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, scallion also gain the following special benefits.
- 8+ HD ― +2 racial bonus on saving throws against acid or corrosion.
- 9+ HD ― The rust monster becomes a favored enemy of the scallion. This ability works like the ranger's favored enemy ability.
- 10+ HD ― Gain Tremorsense 30 ft.
- 12+ HD ― +4 racial bonus on saving throws against acid or corrosion.
- 13 HD ― The favored enemy bonus against rust monsters improves to +4.