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Rust Monster(s)

Corey_Austin

First Post
Young Rust Monster Level 4 Lurker
Small magical beast (earth) XP 175
Initiative +7 Senses Perception +2; scent (metal) 20
HP 40; Bloodied 20
AC 18; Fortitude 14, Reflex 15, Will 11
Speed 6, burrow 2

:bmelee: Antennae Lash (standard; at-will)
+9 vs. Ref; Target metal weapon loses its proficiency bonus to attack until the end of the encounter, and is weakened (save ends).

:melee: Rusting Bite (standard; at-will)
+9 vs. AC; 1d6+4 acid and slashing damage.

:melee: Seize (encounter; recharge :4::5::6:)
+7 vs. Ref; the Target drops one weapon it is holding; it lands in the rust monster’s square.

Spring Out
At the beginning of an encounter, a rust monster has combat advantage against creatures that have not yet acted in that encounter.

Rusting Carapace
A metal weapon attacking a rust monster does not gain its proficiency bonus to the attack roll. In addition, a rust monster has combat advantage against creatures in metal armor.

Alignment: Unaligned Language: -
Skills: Stealth +10
Str: 12 (+3) Dex: 17 (+5) Wis: 9 (+1)
Con: 14 (+4) Int: 3 (-1) Cha: 8 (+1)
 
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Corey_Austin

First Post
Rust Monster Alpha Level 6 Brute
Medium magical beast (earth) XP 250
Initiative +4 Senses Perception +2; scent (metal) 20
HP 85; Bloodied 42
AC 17; Fortitude 19, Reflex 16, Will 13
Speed 6, burrow 2

:bmelee: Antennae Lash (standard; at-will)
+9 vs. Ref; Target metal weapon loses its proficiency bonus to attack until the end of the encounter, and is weakened (save ends).

:melee: Rusting Bite (standard; at-will)
+11 vs. AC; 1d10+4 acid and slashing damage and ongoing slashing damage 5 (save ends).

:melee: Barreling Charge (standard; encounter)
+11 vs. AC; the rust monster alpha moves up to 6 squares and makes a rusting bite attack; and the target is pushed 1 square.

:melee: Seize (standard; encounter recharge :4::5::6:)
+9 vs. Ref; the Target drops one weapon it is holding; it lands in the rust monster’s square.

Rusting Carapace
A metal weapon attacking a rust monster does not gain its proficiency bonus to the attack roll. In addition, a rust monster has combat advantage against creatures in metal armor.

Alignment: Unaligned Language: -
Skills: Stealth +12
Str: 15 (+5) Dex: 17 (+5) Wis: 11 (+3)
Con: 15 (+5) Int: 4 (+0) Cha: 8 (+2)
 
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Corey_Austin

First Post
for the alpha I added a bit of ongoing damage to represent the pain/trauma of having a bunch of metal dust mixed in with his bite.

Let me know what you think, these are my first monsters.
 


Corey_Austin

First Post
I like them, though I'd prefer the antennae attack to be a two stage thing lose prof bonus from first hit then weakend.

Yeah, I could see that as a potential fix/swap. I randomly felt like statting up some monsters (WoW beta server was/is down :p). I'll prolly do the higher level one (think its called an annihilator?) as an elite brute soon.

Edit: Added Annihilator and fixed the earlier posts with symbols.
 
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Corey_Austin

First Post
Annihilator Level 16 Elite Brute
Medium aberrant magical beast (necrotic) XP 2,800
Initiative +11 Senses Perception +8; darkvision, scent (flesh, metal) 20
Annihilating Flurry aura 1; Creatures starting their turns within the aura suffer 5 points of necrotic damage.
HP 380; Bloodied 190
AC 27; Fortitude 29, Reflex 31, Will 26
Saving Throws +2
Speed 8, burrow 2
Action Points 1

:bmelee: Disintegrating Lash (standard; at-will)
+17 vs. Fortitude; 2d8+5 necrotic damage and ongoing 10 damage (save ends). Aftereffect: Ongoing 5 damage (save ends).

:melee: Obliterating Disarmament (standard; encounter; recharge :4::5::6:)
+17 vs. Ref; the Target drops one held object it is holding, and the object (if magical) must make a save with a bonus equal to its half its level. First failed save: No effect. Second failed save: The object loses its magic for 24 hours. Third failed save: The object is destroyed and can only be restored via a Make Whole ritual result equal to 10 + the item's level.

Annihilating Carapace
Weapons attacking an annihilator do not gain their proficiency or enhancement bonuses to attack rolls or their enhancement bonus to the damage roll.

Alignment: Evil Language: -
Skills: Stealth +14
Str: 20 (+13) Dex: 23 (+14) Wis: 10 (+8)
Con: 15 (+10) Int: 4 (+5) Cha: 8 (+7)
 
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Corey_Austin

First Post
Generally in my view denying the players their hard-earned loot is poor GMing and only feeds into the "DM is the enemy" perspective. I made my version intentionally less gear-breaky because it provides an interesting mechanic for the fight that doesn't inflict permanent harm (unless they decide to let the monster play with their items for a round or two).
 

the Jester

Legend
Generally in my view denying the players their hard-earned loot is poor GMing and only feeds into the "DM is the enemy" perspective. I made my version intentionally less gear-breaky because it provides an interesting mechanic for the fight that doesn't inflict permanent harm (unless they decide to let the monster play with their items for a round or two).

Shrug. Different playstyles. It's easy enough to compensate for any destroyed gear when you control how easily the loot comes.

Nonetheless, I agree that the one-shot item-kill is a drag, which is why I am using the wear point mechanic. Heck, I occasionally have the pcs all put a wear point on their clothes, footwear or whatever to represent wear and tear via normal use.
 

Jack Colby

First Post
Generally in my view denying the players their hard-earned loot is poor GMing and only feeds into the "DM is the enemy" perspective. I made my version intentionally less gear-breaky because it provides an interesting mechanic for the fight that doesn't inflict permanent harm (unless they decide to let the monster play with their items for a round or two).

You're right, nothing permanent should ever happen to the PCs.
 

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