ability_mods: cha_mod: 0 con_mod: 1 dex_mod: 3 int_mod: -4 str_mod: 0 wis_mod: 1 ac: 19 ac_special: null active_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The rust monster attempts to Disarm a metal item a creature is holding using its antenna (with the same modifier as an antenna Strike). On a success, the item is subject to the rust monster's rust ability (see below) in addition to the effects of the Disarm, and if the check to Disarm is a critical success, the rust monster drops the item on the ground in its own space. effect: null failure: null frequency: null maximum_duration: null name: Antenna Disarm range: null raw_description: '**Antenna Disarm** [One Action] The rust monster attempts to Disarm a metal item a creature is holding using its antenna (with the same modifier as an antenna Strike). On a success, the item is subject to the rust monster''s rust ability (see below) in addition to the effects of the Disarm, and if the check to Disarm is a critical success, the rust monster drops the item on the ground in its own space.' requirements: null saving_throw: null stages: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A rust monster's antenna causes metal to rapidly rust and corrode. If it succeeds at an antenna Strike or Disarm attempt with its antenna, the rust monster deals 2d6 damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. If the rust monster hits an unattended metal item, the item takes this damage automatically. If a creature uses the Shield Block reaction with a metal shield against an antenna attack, the shield is automatically broken, but no other item is rusted on that attack. effect: null failure: null frequency: null maximum_duration: null name: Rust range: null raw_description: '**Rust** A rust monster''s antenna causes metal to rapidly rust and corrode. If it succeeds at an antenna Strike or Disarm attempt with its antenna, the rust monster deals 2d6 damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. If the rust monster hits an unattended metal item, the item takes this damage automatically. If a creature uses the Shield Block reaction with a metal shield against an antenna attack, the shield is automatically broken, but no other item is rusted on that attack.' requirements: null saving_throw: null stages: null success: null traits: null trigger: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The rust monster makes a tail Strike against the triggering creature. failure: null frequency: null maximum_duration: null name: Tail Trip range: null raw_description: '**Tail Trip** [Reaction] **Trigger** A creature carrying a metal item attempts to move out of a square within reach of the rust monster''s tail. **Effect** The rust monster makes a tail Strike against the triggering creature.' requirements: null saving_throw: null stages: null success: null traits: null trigger: A creature carrying a metal item attempts to move out of a square within reach of the rust monster's tail. description: 'Found in lost dungeons, deep caves, and abandoned mines, rust monsters are a bane to any adventurers who rely on armor, weapons, or other metal items. These strange-looking creatures grow to about 5 feet long, with four insectile legs and a long tail ending in a four-pronged appendage resembling a tiny windmill. However, it is the rust monster''s feathery antennae that strike fear in the hearts of battle-hardened warriors, for a single touch from even just one antenna can reduce an adventurer''s most valuable tools to a useless pile of rust. Rust monsters aren''t inherently aggressive creatures, but they''re voracious oxidivores, meaning they consume the rust created by their antennae. The creatures savagely attack anything that gets between them and a possible meal, and they relentlessly pursue any source of metal. A rust monster can be distracted by a single metal-rich item, but they are often encountered in groups of three or more, sharply raising the cost of escape. Rust monsters are a terrible scourge in mining communities. If a group of rust monsters discovers rich veins of ore, they can multiply quickly. By weakening tunnels, attacking workers, and consuming the source of the miners'' livelihood, these aberrations have created many mountainside ghost towns. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 18' hp: 40 hp_misc: null level: 3 melee_attacks: - action_cost: One Action damage: - formula: null type: rust name: antenna to_hit: 10 traits: - finesse - action_cost: One Action damage: - formula: 1d10+4 type: piercing name: mandibles to_hit: 8 traits: - finesse - action_cost: One Action damage: - formula: 1d4+2 type: bludgeoning - formula: null type: Improved Knockdown name: tail to_hit: 8 traits: - finesse name: Rust Monster perception: 8 ranged_attacks: null saves: fort: 8 fort_misc: null misc: null ref: 10 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A rust monster can smell metal as a precise sense. effect: null failure: null frequency: null maximum_duration: null name: Metal Scent range: null raw_description: '**Metal Scent** A rust monster can smell metal as a precise sense.' requirements: null saving_throw: null stages: null success: null traits: null trigger: null senses: - darkvision - metal scent 30 feet size: Medium skills: - bonus: 7 misc: +13 to Disarm a metal item name: Athletics sources: - abbr: Bestiary page_start: '283' page_stop: null speed: - amount: 35 misc: null type: Land - amount: 10 misc: null type: climb spell_lists: null traits: - Aberration