Rust Monster
Creature 3 — aberration
Pre-Remaster content. May include legacy alignment.
Found in lost dungeons, deep caves, and abandoned mines, rust monsters are a bane to any adventurers who rely on armor, weapons, or other metal items. These strange-looking creatures grow to about 5 feet long, with four insectile legs and a long tail ending in a four-pronged appendage resembling a tiny windmill. However, it is the rust monster's feathery antennae that strike fear in the hearts of battle-hardened warriors, for a single touch from even just one antenna can reduce an adventurer's m
Source: pathfinder-bestiary (Pre-Remaster)
Perception +8
Skills athletics +7
Str
+0
Dex
+3
Con
+1
Int
-4
Wis
+1
Cha
+0
AC 19
Fort +8
Ref +10
Will +6
HP 40
Speed 35 feet, climb 10 feet
Offense
Melee Antenna +10, Damage 1d4 bludgeoning
Melee Mandibles +8, Damage 1d10+4 piercing
Melee Tail +8, Damage 1d4+2 bludgeoning
Abilities
Metal Scent 30 feet — A rust monster can smell metal as a precise sense.
Tail Trip —
Antenna Disarm — The rust monster attempts to Disarm a metal item a creature is holding using its antenna (with the same modifier as an antenna Strike).
On a success, the item is subject to the rust monster's rust ability in addition to the effects of the Disarm, and if the check to Disarm is a critical success, the rust monster drops the item on the ground in its own space.
Rust — A rust monster's antenna causes metal to rapidly rust and corrode.
If it succeeds at an antenna Strike or Disarm attempt with its antenna, the rust monster deals 2d6 untyped damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness.
If the rust monster hits an unattended metal item, the item takes this damage automatically.
If a creature uses the Shield Block reaction with a metal shield against an antenna attack, the shield is automatically broken, but no other item is rusted on that attack.
Improved Knockdown — Improved Knockdown
Run Rust Monster in the encounter builder — free, no install.
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