The rock monster is actually the spirit of a dead wizard, trapped by a magical sword in the rock where he was impaled. It is released upon the sword’s removal, which can only be drawn by a descendant of the knight who originally wielded the sword.
The rock monster is an amalgamation of boulders, vines, and dirt. Its face has an oddly insectoid appearance, with mismatched deep set holes for eyes. It rumbles in aggravation as it advances.
Rock monsters are fond of popping out of the earth using their dimension door ability. They bash opponents to death and hurl boulders at anyone who flees or attacks from a distance. They are practically invulnerable to all forms of attack – only magic weapons and heavy artillery have any hope of harming them.
If a rock monster should be harmed, it resorts to draining the blood of its victims to heal itself. It will squeeze victims like oranges, pouring the blood over itself.
Rock monsters can be controlled by a specially crafted amulet, which requires a significant investment on behalf of the controller. A caster powerful enough to bind a rock monster to him is a terrifying opponent.
Rock monsters are not easily defeated. Destroying them merely causes the rock monster to collapse into its component parts and then reform days later to seek revenge. Only through special circumstances tied to the animating spirit that drives the rock monster will work in permanently destroying it.
Rock Monster (CR 5, HD 11d10)
CE Huge Construct
Init -1 Spd 20
Senses Low-light Vision (Ex); Darkvision (Ex): 60 ft.; | Listen +1, Spot +1
AC 18 (FF 18, Touch 7)
hp 100 (Disabled 0/Dying —/Injury –)
Saves: Fort +3, Ref +2, Will +4
Immunity: Electricity (Ex), Fast Healing (Ex): 1, Immunity: Critical hits (Ex), Immunity: Necromancy (Ex), Immunity: Paralysis (Ex), Immunity: Ability Drain (Ex), Immunity: Stun (Ex), Immunity: Exhaustion (Ex), Immunity: Death Effects (Ex), Immunity: Fatigue (Ex), Immunity: Ability Damage (Ex), Immunity: Fortitude Save-Based Attacks (Ex), Immunity: Nonlethal Damage (Ex), Immunity: Poison (Ex), Immunity: Mind-Affecting Attacks (Ex), Immunity: Disease (Ex), Immunity: Death from Massive Damage (Ex), Immunity: Energy Drain (Ex), Immunity: Sleep Effects (Ex), DR 10/magic
Atk +12/+7 base melee, +5/+0 base ranged; Grapple +22; Face 10’x10′; Reach 10′;
+12 Melee (2 Slam 2d6+6/crit 20/x2) and +7 melee (Bite 2d4+6/crit 20/x2);
+6 Ranged (Rock 2d8+6/crit 20/x2);
SA: Engulf (Ex), Rock Throwing (Ex), Blood Drain (Ex)
SQ: Dimension Door (Sp), Cannot be Raised or Resurrected, No Natural Healing (Ex), Rejuvenation (Su), Earth Magic (Su), Find Master (Su), Guard (Su)
Abilities STR 22, DEX 9, CON –, INT –, WIS 12, CHA 6
Construct: A rock monster has the traits and immunities common to constructs.
Dimension Door (Sp): At will, a rock monster can remove its essence from the objects that form its body, dropping them wherever they happen to land, then reappear up to 500 feet away, reconstructing its body from earth there (assuming enough raw material exists in the target location). The rock monster cannot use its dimension door ability to transport other objects or creatures.
Fire Immunity (Ex): A rock monster takes no damage from fire.
Engulf (Ex): A rock monster can simply bowl over opponents up to one size category smaller than itself as a free attack during its move action. This attack affects as many opponents as the monster’s body can cover. Each target can make either an attack of opportunity against the litter brute or a Reflex save (DC 10 + 1/2 the litter brute’s Hit Dice + its Strength modifier) to avoid being engulfed. A successful saving throw indicates that the target has been pushed back or aside (target’s choice) as the litter brute surges forward. An engulfed creature is considered grappled. A rock monster cannot make a slam attack during a round in which it attempts to engulf, but each engulfed creature takes slam damage (bludgeoning) on that round and every round that it remains trapped.
Fast Healing 1: So long as there is some sort of dirt within 60 feet of it, a litter brute heals 1 point of damage per round unless it is reduced to –10 or fewer hit points. This ability does not enable the rock monster to regrow or reattach severed body parts.
Rock Throwing (Ex): Rock monsters are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A Huge rock monster can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 180 feet for a rock monster’s thrown rocks.
Blood Drain (Ex): A rock monster can absorb blood from its victims by squeezing them with a successful grapple check. If it pins the foe, the victim spurts blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the rock monster gains 5 temporary hit points.
Rejuvenation (Su): In most cases, it’s difficult to destroy a rock monster through simple combat: The “destroyed” rock monster will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A rock monster that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + rock monster’s HD) against DC 16. As a rule, the only way to get rid of a rock monster for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each rock monster and may require a good deal of research.
Earth Magic (Su): A move earth spell drives the rock monster back 120 feet and deals 3d12 points of damage to it. A disintegrate spell slows the rock monster (as the slow spell) for 1d6 rounds and deals 1d12 points of damage. An earthquake spell cast directly at a rock monster stops it from moving on its next turn and deals 5d10 points of damage. The rock monster gets no saving throw against any of these effects.
Find Master (Su): As long as a rock monster and its amulet are on the same plane, the rock monster can find the amulet wearer (or just the amulet, if it is removed after the monster is called).
Guard (Ex): If ordered to do so, a rock monster moves swiftly to defend the wearer of its amulet, blocking blows and disrupting foes. All attacks against the amulet wearer take a -2 penalty when the rock monster is adjacent to its master.
Construction: Creating a keyed amulet is costs 20,000 gp ($400,000 or Wealth check 48).
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