Though native to both the Elemental Planes of Earth and the Elemental Planes of Air, dust creatures sometimes migrate to the Material Plane and take up residence there. Though this tendency to move about indicates a somewhat adventurous nature, dust creatures exhibit little of the curiosity about other beings that most highly mobile creatures have. In fact, they tend to be brusque and aloof with creatures not from the Plane of Earth or Air.
Dust creatures come in as many colors as sand. The typical specimen has a body of multiple hues, covered in whorls of sand that mimic the blowing dust they can summon and control.
“Dust” is an inherited template that can be added to any living corporeal creature that does not have the fire or water subtypes (referred to hereafter as the base creature). A dust creature uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as base creature +1.
Hit Dice: Change all of the base creature’s racial HD to d10s.
Defensive Abilities: The dust creature gains all the immunities from the elemental subtype as well as the following.
Airborne creatures takes a –1 penalty on attack and damage rolls against a dust creature.
Special Attacks: The dust creature retains all the base creature’s special attacks and gains the following.
Once every 1d4 rounds, as a standard action, a dust creature can emit an abrasive jet of dust-filled wind that damages objects and other creatures. This wind takes the form of a 5-foot-wide, 20-foot-long line that causes 1d4 points of slashing damage per 2 Hit Dice (minimum 1d4, maximum 20d4). Any creature caught within the area may attempt a Reflex save for half damage. The save DC is Constitution-based.
At will as a free action, a dust creature can exude a cloud of dust that surrounds its body in a 10-foot spread. This cloud functions like an obscuring mist spell, except all dust creatures can see through it normally. Any other creature caught within in the cloud must succeed on a Fortitude save or be blinded by the stinging dust. Creatures that close their eyes or have them covered before the dust could affect them gain a +10 circumstance bonus on the save roll. A creature that enters the dust cloud with its eyes closed or covered need not make a save against blindness unless it opens its eyes while within the dust cloud. A creature blinded by a dust creature’s cloud of dust regains its sight 1d4 rounds after its last exposure to a dust cloud with its eyes open. Blinding exposure of even a single eye blinds all eyes supernaturally. This is a blinding effect. The save DC is Constitution-based.
Abilities: Str –4 (minimum 1), Dex +2, Con +2, Cha –2 (minimum 1).
BAB: Recalculate the dust creature’s BAB based on its new type.
CMB/CMD: Recalculate based on new BAB and ability scores.
Skills: The base creature loses all skill ranks but retains all racial skill bonus. Recalculate the number of skill ranks the dust creature gets based on its new type. A dust creature gains a +4 racial bonus on Stealth checks.
Special Qualities: A dust creature retains all the special abilities of the base creature and gains those described here.
A dust creature can breathe air, even if the base creature breathed only water.
At will, a dust creature can walk on air as though with an air walk spell. In addition, it always falls as if affected by a feather fall spell. When falling, the dust creature can be moved on the wind as noted in the description of the air walk spell.
Languages: If the dust creature can speak, it gains the ability to speak Auran and Terran in addition to any other languages the base creature knows.
Environment: Same as base creature plus Elemental Planes of Air and Earth.
Advanced Bestiary, Copyright 2014, Green Ronin Publishing, LLC; Author Jeff Hersh, Developer Owen K.C. Stephens