As usual I have a WIP post that can be found here - Rust Monster WIP
The Rust Monster
Towards the end of the Fourth Alder War Zygopher was becoming desperate, performing many strange and powerful experiments to get any advantage. This hideous hybrid creature was the outcome of one foul experiment, created from combining the essence of insectoids and something else that has never been fully identified. The creature was engineered for sole purpose of sniffing out Dwarven mines and their treasures littered across the Forbidden Lands as the Dwarves retreated from Zygophers forces. Zygopher had planned to re-purpose any metal found, or excavated, as the base material to create new weapons and armour for his forces in the war against Alderland. Unfortunately for Zygopher the rushed experiments failed.Instead of just locating metals for its master, the creatures also needed to consume metal for nourishment, and did so with unrestrained enthusiasm. Although the Order of the Rust Brothers hailed this new creation as potent symbol of their God, and named them Rust Monsters, Zygopher was furious and attempted to cull the ravenous beast before their diet caused mayhem for his troops. This was one of the few times that the Rust Brothers actively disobeyed Zygopher, releasing these newly created creatures into the wilderness. They continue to cause disruption to this day, often found feeding in long abandoned mines or dungeons. There are rumours that temples to the god Rust keep these creatures in wooden pens as sacred animals, the rusty chainmail worn by the Rust brothers being “blessed” (slightly touched) by the beast when ordained. Some Rust Brothers even have the creatures as pets, although keeping them contained and fed is a challenge welcomed by few.
ATTRIBUTES
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STRENGTH 6, AGILITY 4
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MOVEMENT: 2
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ARMOR RATING: 4 (natural
armor)
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IRON SCENT:
The Rust Monster can pinpoint, by scent, the location of ferrous metal within
SHORT range of it. The Rust Monster will always target the tastiest food source within range, ignoring all others unless attacked. To determine the metal rating of each adventurer combine the Gear Bonus or Armor Rating of all metal weapons, armor or equipment. Add to this total a value for each coin: gold adds 2, silver adds 1 and copper coins add .5, treasure adds an amount equal to its coin value halved (as treasure has value in its presentation as well as materials).
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RUST METAL: Any nonmagical weapon made of metal that hits the Rust Monster corrodes. After dealing damage, the weapon permanently loses a Gear Bonus, the weapon can never be repaired to its full Gear Bonus. Ammunition made of metal that hits the Rust Monster is destroyed after dealing damage.
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D6
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ATTACK
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1
| BITE ATTACK! The Rust Monster reacts violently to defend itself from its last attacker, or the closest adventurer, taking a snapping bite with its sharp mandibles Make an attack with six Base Dice and Weapon Damage 1 (blunt force). If the attack hits, the victim must make a MOVE roll or be knocked prone. |
2
| ANTENNAE SWIPE! The Rust Monsters corrosive antennae stretch out, searching for the nearest source of metal to consume. Make an attack using four Base Dice. If the attack hits, each ⚔️ will reduce the Gear Bonus/Armor Rating of the metallic weapon/armor/equipment by 1. This attack can be parried but the Gear Bonus or Shield Rating will be reduced by up to the original number of ⚔️ rolled, unless a non-metal weapon/shield is used. |
3
| TAIL BASH! The Rust Monsters large bony tail flicks out, striking the adventurer with the highest metal content within NEAR range. Make an attack using five Base Dice and Weapon Damage 1 (blunt force). If the attack hits and the victim is wearing metal armor, the Armor Rating is reduced by the number of ⚔️ rolled. This attack can be parried but the Gear Bonus or Shield Rating will be reduced by the original number of ⚔️ rolled, unless a non-metal weapon is used. |
4
| RUSH THROUGH! The Rust Monster barrels into the nearest adventurer within NEAR range, searching for nourishment. Make an attack using five Base Dice and Weapon Damage 1 (blunt force). If the attack hits, the victim is knocked prone. If the victim has the highest metal content that the Rust Monster can detect (see Rust Scent above), they will pin their victim and attempt to feed from them next round, the victim is considered GRAPPLED. If the victim is not the tastiest snack, the Rust Monster will move on to a new victim next round. |
5
| DISARMING BITE! The Rust Monster attempts to grab the most succulent weapon within NEAR range, targeting the adventurer holding the weapon with the current highest Gear Bonus. Make an attack using six Base Dice, if the attack hits the creatures mandibles grab onto the weapon reducing Gear Bonus equal to the number of ⚔️ rolled. The weapon will then be pulled from the adventurers grip by using four Base Dice. The victim may roll MIGHT to oppose this, each ⚔️ rolled will eliminate one ⚔️ from the Rust Monster's roll, this does not cost an action. |
6
| FEEDING FRENZY! The Rust Monster takes advantage of the overabundance of food within reach, using both its antennae and tail to lick at all adventures within ARM'S LENGTH, tasting any and all metal armor and weapons. Make each attack using three Base Dice. If any attack hits, each ⚔️ will reduce the Gear Bonus/Armor Rating of the metallic weapon/armor/equipment by 1. Each attack can be parried but the Gear Bonus or Shield Rating will be reduced by up to the original number of ⚔️ rolled, unless a non-metal weapon/shield is used. |