Rust Monster

MapTool Token

NameRust Monster
Sorted NameRust Monster
FamilyRust Monster
Size and TypeMedium Aberration
Hit Dice Count5
Hit Dice5d8+5 (27 hp)
Random Hit Points5d8+5 - 5
Initiative+3
Speed40 ft. (8 squares)
Armor Class18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple+3/+3
Attack

Antennae touch +3 melee (rust)

Full Attack

Antennae touch +3 melee (rust) and bite -2 melee (1d3)

Space/Reach5 ft./5 ft.
Special AttacksRust
Special Qualities

Darkvision, scent

SavesFort +2, Ref +4, Will +5
AbilitiesStr 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Skills

Listen +7, Spot +7

Feats

Alertness, Track

EnvironmentUnderground
Challenge Rating3
Organization

Solitary or pair

TreasureNone
AlignmentAlways neutral
Advancement6-8 HD (Medium); 9-15 HD (Large)
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Rust monster; CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8 squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3 melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee (1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref +4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8

Skills and Feats: Listen +7, Spot +7; Alertness, Track

Rust Monster

Rust Monster
Medium Aberration
Hit Dice:
5d8+5 (27 hp)
Initiative:
+3
Speed:
40 ft. (8 squares)
Armor Class:
18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple:
+3/+3
Attack:
Antennae touch +3 melee (rust)
Full Attack:
Antennae touch +3 melee (rust) and bite -2 melee (1d3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Rust
Special Qualities:
Darkvision, scent
Saves:
Fort +2, Ref +4, Will +5
Abilities:
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Skills:
Listen +7, Spot +7
Feats:
Alertness, Track
Environment:
Underground
Organization:
Solitary or pair
Challenge Rating:
3
Treasure:
None
Alignment:
Always neutral
Advancement:
6-8 HD (Medium); 9-15 HD (Large)
Level Adjustment:
-

The hide of these creatures varies in color from a yellowish tan underside to a rust-red upper back. A rust monster's prehensile antennae can rust metals on contact.

The typical rust monster measures 5 feet long and 3 feet high, weighing 200 pounds.

Combat

A rust monster can scent a metal object from up to 90 feet away. When it detects one, it dashes toward the source and attempts to strike it with its antennae. The creature is relentless, chasing characters over long distances if they still possess intact metal objects but usually ceasing its attacks to devour a freshly rusted meal.

The creature targets the largest metal object available, striking first at armor, then at shields and smaller items. It prefers ferrous metals (steel or iron) over precious metals (such as gold or silver) but will devour the latter if given the opportunity.

Rust (Ex): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 17 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.

A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Antennae touch +3 melee (rust), or Antennae touch +3 melee (rust) and bite -2 melee (1d3)

feats: ALERTNESS, TRACK, ,