Metalmaster (CR 5)
Large Magical Beast
Alignment: Usually chaotic evil
Initiative: +2; Senses: darkvision 90 ft., Listen +7, and Spot +8
AC: 14 (-1 size, -2 Dex, +7 natural), touch 7, flat-footed 14
Hit Dice: 6d10+27 (60 hp)
Fort +9, Ref +3, Will +3
Speed: 20 ft.
Space: 10 ft./5 ft.
Base Attack +6; Grapple +14
Attack: Bite +9 melee
Full Attack: Bite +9 melee
Damage: Bite 2d6+6
Special Attacks/Actions: Attraction, magnetism, metal storm, repelling aura, telekinesis
Abilities: Str 19, Dex 6, Con 18, Int 6, Wis 13, Cha 11
Special Qualities: detect metal, fast healing 1
Feats: Alertness; Improved Initiative; Toughness
Skills: Listen +7 and Spot +8
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Organization: Solitary, pair, or gang (3-4)
Lost Empires of Faerûn
The primary weapon of a metalmaster is its magnetism. It prefers to use its telekinesis ability on troublesome individuals or likely prey, and it may use its attraction ability to drag several foes within range of its metal storm.
Detect Metal (Ex): A metalmaster automatically senses the presence of any metal (minimum 1 pound) within 60 feet. The exact location is not revealed, but the metalmaster can take a move action to note the direction in which the metal lies. When it comes within 5 feet of metal, the creature knows its location.
Fast Healing (Ex): A metalmaster heals 1 point of damage each round, so long as it has ~t least 1 hit point remaining.
Magnetism (Su): A metalmaster can create magical fields of magnetic energy. Once per round as a free action, it can create one of the following effects (caster level 12th). The save DCs for these abilities are Charisma-based, and its magnetism has an effective Strength score of 25.
A metalmaster's magnetism affects only metallic creatures, creatures wearing metal armor, or creatures carrying metal weapons or shields. Creatures carrying metal objects can simply drop them to avoid the effect. The metalmaster's magnetism affects the dropped objects just as it would any other unattended item.
Each of these abilities functions continuously until the metalmaster's next turn unless otherwise noted. Any creature that enters the area of the magnetism is subject to its effects.
Attraction (Su): All metallic creatures and objects within 60 feet of the metalmaster are entangled and dragged closer to it. This ability functions like a bull rush (check modifier +11), except that it does not provoke attacks of opportunity, targets that lose the opposed check move toward the metalmaster instead of away from it. The metalmaster does not move if it loses the opposed Strength check.
Metal Storm (Su): A metalmaster can turn the shards of metal clinging to its body into a whirling storm of razors. This effect reduces its natural armor bonus by 4, but each other creature within 20 feet takes 4d6 points of slashing damage (Reflex DC 20 half). This effect lasts for 12 rounds.
Repelling Aura (Su): All metallic creatures and objects within 60 feet of the metalmaster are pushed backward. This ability functions like attraction (see above), except that the affected creatures are not entangled, and they move away from the metalmaster rather than toward it. While using this ability, the metalmaster gains a +8 deflection bonus to AC against attacks by weapons that have metal components.
Telekinesis (Su): A metalmaster can affect one creature or object within 60 feet as if using a telekinesis spell (DC 14). Its effective Strength is 25 (+7 bonus) for the purpose of any opposed checks required in conjunction with this ability. If the metalmaster chooses the violent thrust function of the telekinesis spell, the effects are resolved immediately and do not last beyond its turn.