[The so-ut is also known as the rampager, which is the name it appears under in 3e and 4e. The 3e version (from Monster Manual II) strips away a lot of its magical defenses, and is an application of the “beast” type that appeared in 3.0 (most “beasts” were things like dinosaurs or rocs, bulettes, purple worms--creatures with the ecological niches of ordinary animals but stranger anatomy or abilities). This is pretty ridiculous--a reptilian bulldog centaur with acid claws and a compulsion to destroy metal objects is much stranger than, say, an owlbear. They’re aberrations, says I.]
So-ut
CR 12 CE Aberration
This creature vaguely resembles a reptilian centaur, with a distorted humanoid face growing from a muscular torso. Its feet are elephantine, and its arms end in oversized claws, dripping a greenish ichor.
A so-ut is called “rampager” in many languages, because it seems to exist only to destroy. They are artificial lifeforms, created as terror weapons in an ancient war. So-uts hate all man-made structures, and are particularly enraged by the presence of metal items. A so-ut will tear apart a city to smash a few iron nails, and they are seen as anathema by blacksmiths and metalworkers everywhere.
In combat, a so-ut focuses on metal armor and weapons first, people second. Only if reduced to below half of its hit points will it cease making sunder attempts above all other strategies. The acid in their claws can corrode flesh as easily as it does metal, however, and they have a venomous bite that saps the strength from muscle. A so-ut has no ranged capacity, and creatures keeping a safe distance can fight it more easily—but this is easier said than done in combat against a creature as swift as a horse with a hide that repels all but adamantine weapons.
So-uts are nocturnal, burying themselves in the sand to sleep by day. They eat both meat and the corroded shards of metal left behind in their rampages. They carry no treasure and leave little behind, but bold scavengers follow in their wakes to feed on the leftovers or pick off the wounded survivors of a so-ut attack. They have no allies and cannot be controlled, although some evil creatures do attempt to steer them in the direction of their own enemies.
So-ut CR 12
XP 19,200
CE Large aberration
Init +5; Senses darkvision 60 ft., Perception +12, scent
Aura frightful presence (60 ft., DC 21)
Defense
AC 27, touch 11, flat-footed 26 (-1 size, +2 Dex, +16 natural)
hp 147 (14d8+84)
Fort +10, Ref +8, Will +11
DR 10/adamantine; Immune acid, mind-influencing effects, poison; SR 23
Defensive Abilities ferocity
Offense
Speed 50 ft.
Melee 2 claws +17 (2d6+8 plus 2d6 acid), bite +17 (3d6+8 plus poison)
Space 10 ft.; Reach 10 ft. (5 ft. with bite)
Special Attacks corrode item, trample (2d8+12, Ref DC 25)
Statistics
Str 26, Dex 15, Con 23, Int 4, Wis 14, Cha 21
Base Atk +10; CMB +19 (+23 sunder); CMD 31 (33 vs. sunder, 35 vs. trip)
Feats Greater Sunder, Improved Critical (claw), Improved Initiative, Improved Sunder, Lightning Reflexes, Power Attack, Vital Strike
Skills Perception +12, Survival +12
Languages Aklo (cannot speak)
SQ double damage against objects, ruin walker
Ecology
Environment any deserts and underground
Organization solitary
Treasure none
Special Abilities
Corrode Item (Ex) The acid dealt by a so-ut’s claw attacks ignores the points of hardness of stone or metal items or creatures. A creature wearing metal armor, or a creature made of metal, that is struck by a so-ut’s claw attack must succeed a DC 23 Reflex save or the acid sticks to the armor, dealing 2d6 points of damage at the end of the so-ut’s turns for the next 1d4 rounds. Acid stuck in this way can be washed off with at least a gallon of water. The save DC is Constitution based.
Double Damage Against Objects (Ex) If a so-ut makes a full attack action against a object or structure, it deals double damage.
Poison (Ex) Bite—injury; save Fort DC 23; duration 1/round for 4 rounds; effect 1d4 Str damage; cure 2 consecutive saves. The save DC is Constitution based.
Ruin Walker (Ex) A so-ut ignores difficult terrain created by rubble or debris.
This fearsome Vault guardian has three forms, with its weak points all based around the open mouth of its mutated skull. In the first form, simply shoot into The Rampager's mouth when it's charging a corrosive blast. In its second and third forms, that skull will sink into The Rampager's chest cavity, so remember to blast it in the chest rather than the head when you've got a clean shot.
See those blue wisps floating in the air on opposite ends of the chamber? Shooting those is your means of resupplying ammo and health, but you should definitely leave some up as insurance. Whenever you're downed by The Rampager, hit one of the wisps to get a Second Wind with a single shot.
The hostile Eridians that spawn into the room during this fight are dangerous mainly for the way they obscure your vision with close-up attacks. Fortunately, you can clear them out when they spawn in with a few well-placed grenades.
When The Rampager is in its third, dragon-like form, make sure you aren't underneath it while it's diving across the room and raining down fireballs.