Thieves & Kings
Frisky and Skuttle
Medium Monstrosity, Unaligned
Armor Class : 14 (Natural Armor)
Hit Points : 27 (5d8+5)
Speed : 40’
Carrying Capacity : 100-lbs (Light)
STR – 13 (+1), DEX – 12 (+1), CON – 13 (+1), INT 2 (-4), WIS 13 (+1), CHR 6 (-2).
Senses : Darkvision 60’, Passive Perception11
Languages : None
Challenge : 1/2 (100 XP) (Animal Handling DC 23).
Iron Scent : Rust monsters can pinpoint, by scent, the location of any ferrous metal within 30’ of it.
Rust Metal : Any non-magical made of a metal that hits a rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to (-5), the weapon is destroyed. Non-magical ammunition is destroyed after dealing damage.
Bite : Melee Weapon Attack : (+3) to hit, reach 5’, one target.
Hit : 5 (d8+1) piercing damage.
Antennae : Rust monsters corrodes a non-magical ferrous metal object it can see within 5’ of it. If the object isn’t being worn or carried, the touch destroys 1’-cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster’s touch.
If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to its AC. Armor reduced to an AC 10 or a shield that drops to a +0 bonus, is destroyed. If the object is a held weapon, it rusts as described above in the Rust Metal trait.
Most dwarves would rather face a squad of orcs than face a single rust monster. These strange, normally docile creatures corrode ferrous metals, then consume the rust they create. In doing so, they tend to ruin the armor, weapons and gear of adventurers.
A rust monster’s body is covered in thick, lumpy armor, its long tail ends in a bony protrusion, and two feathery long antennae sprout from its insectile head.
Underground Scavengers : Rust monsters traditionally roam subterranean passages in search of ferrous metals, such as iron, steel, adamantine and mithral to consume. They ignore creatures not carrying such metals, but become aggressive towards those armed with steel weapons and armor. A rust monster can smell its meal at a distance, and immediately dashes towards the target of its attentions, to corrode and consume the metal.
A rust monster doesn’t care if the item is an iron spike or a masterwork sword. They are thus easily distracted by dropped ferrous items.
Subterranean Wanderers : Rust monsters are rarely found in large numbers, preferring to hunt alone or in small groups. They meander along tunnels, moving from cave to cave in their tireless search for ferrous metals. Their wanderings often bring them into contact with other Underdark denizens that find them harmless and unappetizing. Thus, rust monsters are commonly found in close proximity to other monsters; if well treated and well fed, they can also become friendly companions or pets.
Frisky and Skuttle are a pair of rust monsters captured during the adventurers clearing of the giant ants discovered under Mistress Firlan Brooks farm, that the ants had “domesticated” and were using as guardians. Beaten into submission by Roland “Scales” Bywater, they were tied up, but escaped into the wilderness nearby. He offered a very generous reward to recapture them, and commissioned a wooden cage to hold them until better accommodations could be arranged.
By the end of Savor, TR 1049, they were moved to a stone-lined pit, with drainage holes next to the cliff on Green Dagger Farm, and covered by a simple wooden roof with a hatch. An attached wooden crank allows metal objects to be lowered into the pit, and the monster’s waste to be removed. They are intermittently looked after by the farm’s huntsmen, and Scales himself. Regular deliveries are shipped to the farm from the nearby Halted-Stream Camp, as every ten-day they bring a load of iron waste slag from the foundry, amounting to a cost of 100 sp per month for the pair.
In late-Hammer, TR 1050, the pair were moved from their stone pit at Green Dagger, to the Sootscale Caverns, under the care of the two newest “trap-makers”, Nakpik and Kerzak, who are using them to bolster the upper defenses. Rumors persist they intend to try and carefully breed them.
Although single-minded in their efforts to feast on metal, they have proven to be friendly and even affectionate, having found a relatively safe, dark home, and being well-fed. They tend to crowd around after feeding, uttering a staccato “…chit-chit-chit…” noise, and with soft feathery strokes of their antennae against the faces of those brave enough to approach them and feed them scraps of metal as treats.
They do not know any special tricks at this time.