Monsters / Rust Monster

Rust Monster

CR 3 - 800 XP - N Medium Aberration

Stat block

AC18 (touch 13, flat-footed 15)HP27 (5d8+5)SavesFort +2, Ref +4, Will +5Meleebite +6 (1d3), antennae +6 touch (rust)Speed40 ft., climb 10 ft.AbilitiesStr 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8BAB / CMB / CMD+3 / +3 / 16Sensesdarkvision 60 ft., scent metals 90 ft.; Perception +12Environmentany underground

Combat brain - every behavior cites its line (2 rules)

Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.

skirmisher (from abilities)
abilities: Dex 17 over Str 10 - strike and slip away, never trade full attacks
night-hunter (from senses)
senses: darkvision 60 ft., scent metals 90 ft.; Perception +12 - hunts where prey is blind

From the entry

A rust monster's antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition-a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. Against creatures made of metal, a rust monster's antennae deal 3d6+5 points of damage. An attended object, any magic object, or a metal creature can attempt a DC 15 Reflex save to negate this effect. The save DC is Constitution-based. This ability functions much the same as the scent ability, except that the range is 90 feet and the rust monster can only use it to sense metal objects (including creatures wearing or carrying metal objects). Of all the terrifying beasts an explorer might encounter underground, only the rust monster targets that wh...