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Should he recognize a rust monster? (Savage Tide Mild Spoiler)
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<blockquote data-quote="Bladesong" data-source="post: 3977166" data-attributes="member: 20800"><p>Not unless he has witnessed one before. Only someone with the knowledge check should get a roll. If you wanted to be really generous give him a DC 20 intelligence check to remember something he heard once, but no details ... i.e. a creature that "eats" metal perhaps.</p><p>The following was an update on the Rust Monster from ...somewhere (maybe the official site); perhaps you could use it instead and maybe make it look different (couple of tentacles rather than antennae )</p><p></p><p>RUST MONSTER CR 3</p><p>Medium Aberration</p><p>Init +3; Senses darkvision 60 ft., scent; Listen +1, Spot +1</p><p> </p><p>AC 18, touch 13, flat-footed 15</p><p>hp 27 (5 HD)</p><p>Fort +2, Ref +4, Will +5</p><p> </p><p>Speed 40 ft. (8 squares), climb 40 ft.</p><p>Melee antennae touch +7 (rust) and</p><p>bite +5 (1d6+2)</p><p>Space 5 ft.; Reach 5 ft.</p><p>Base Atk +3; Grp +3</p><p> </p><p>Abilities Str 14, Dex 17, Con 13, Int 2, Wis 13, Cha 8</p><p>Feats Multiattack, Weapon Finesse</p><p>Skills Climb +10, Hide +7, Move Silently +7</p><p> </p><p>Rust (Su): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, warp, and crack. Any metal weapons, armor, and shields carried by a creature struck are weakened by this effect. The bonus to AC provided by an armor or shield drops by 2, to a minimum of 0. Weapons suffer a –2 penalty on attacks and damage, with a maximum penalty of –6. 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.</p><p></p><p>These penalties last for 10 minutes. A rust monster that spends 5 minutes devouring a metal object (whether magical or mundane) transforms it into rust, destroying it permanently.</p><p></p><p>A metal weapon that deals damage to a rust monster also suffers this warping and corroding effect. Wooden, stone, and other nonmetallic weapons are unaffected.</p></blockquote><p></p>
[QUOTE="Bladesong, post: 3977166, member: 20800"] Not unless he has witnessed one before. Only someone with the knowledge check should get a roll. If you wanted to be really generous give him a DC 20 intelligence check to remember something he heard once, but no details ... i.e. a creature that "eats" metal perhaps. The following was an update on the Rust Monster from ...somewhere (maybe the official site); perhaps you could use it instead and maybe make it look different (couple of tentacles rather than antennae ) RUST MONSTER CR 3 Medium Aberration Init +3; Senses darkvision 60 ft., scent; Listen +1, Spot +1 AC 18, touch 13, flat-footed 15 hp 27 (5 HD) Fort +2, Ref +4, Will +5 Speed 40 ft. (8 squares), climb 40 ft. Melee antennae touch +7 (rust) and bite +5 (1d6+2) Space 5 ft.; Reach 5 ft. Base Atk +3; Grp +3 Abilities Str 14, Dex 17, Con 13, Int 2, Wis 13, Cha 8 Feats Multiattack, Weapon Finesse Skills Climb +10, Hide +7, Move Silently +7 Rust (Su): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, warp, and crack. Any metal weapons, armor, and shields carried by a creature struck are weakened by this effect. The bonus to AC provided by an armor or shield drops by 2, to a minimum of 0. Weapons suffer a –2 penalty on attacks and damage, with a maximum penalty of –6. 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. These penalties last for 10 minutes. A rust monster that spends 5 minutes devouring a metal object (whether magical or mundane) transforms it into rust, destroying it permanently. A metal weapon that deals damage to a rust monster also suffers this warping and corroding effect. Wooden, stone, and other nonmetallic weapons are unaffected. [/QUOTE]
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