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Vastonia's Monster Gallery!

 

RUST WORMS

Climate/ Terrain: Caverns / Tunnels

Frequency: Rare

Organization: Swarm

Activity Cycle: Nocturnal

Diet: Metals

Intelligence: standard

Treasure: Nil

Alignment: True Neutral

NO.Appearing: 100-1,000

Armor Class: 10

Movement: .5''

Hit Dice: 1 hp

Thaco: 20

NO. of Attacks: 1 minor melting or stinging attack

Damage/Attack: Sickness (save Vs poison)

Special Attacks: Metal disintegration

Special Defenses: See below

Magic Resistance: 50%

Size: 6-8 inches long

Morale: 8

XP Value: 500/ entire swarm

Appearance: These creatures appear as large golden ribbed worms.

Combat: They avoid all combat if possible, their main objective is to breakdown all detectable metals. i.e.. a parties armor (he ,he), weapons, what ever the DM feels like taking away from undeserving character's. The Rust Worms quietly burrow into camps "where PC's usually lie fast asleep", then proceed to eat any metals which are within reach. Magical metals receive saving throws as normal (save vs hard metal). A Rust Worm devours approximately 1 hp of structure weight every 2 turns (20 minutes), thus a swarm of 100 Rust Worms can devour 100 weight points in 2 turns. (e.g.. a swarm of 100 Rust Worms can burrow into a camp and devour a set of normal platemail "50 weight points" in approximately 1 turn (10 minutes). Weight is the easiest way of calculating volume. Note: magical metals dissolve at half normal rate, if the saving throw has been failed.

If perhaps a character wakes up during a Rust Worm invasion, he or she may be bitten for 1-2 damage, and perhaps suffer a sickening effect if a saving throw Vs poison is not successful. The bite causes great sickness in anyone bitten for 1-2 days, unless he or she is immune to disease or has a cure disease spell cast upon them. If the Rust worms do not bite the offending person, there's only a 1 in 12 chance of any detection, unless of course they are awakening for the day and see their armor melted in two. ( god dam, this is the best monster for evil DMs, hahah enjoy!!)

Habitat/Society: Vast underground tunnel complexes that usually cover several miles of many caverns.

Ecology: Simply to breakdown metals to enrich there tunnels and the earth itself

Variants: none

 

 
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Cole E Austin