Actions/Abilities/Traits: (OSE)
Action
feeler
1 * feeler (rusting)
Special
Rusting
Metal that touches a rust monster (e.g. weapons that hit it, or armour struck by a feeler) crumbles instantly to rust. Magic items have a 10% chance per "plus", to be unaffected on each successful hit. Each time a magic item is affected, it loses one "plus".
Special
Smell metal
Attracted by the scent.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Antenna Disarm
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.
Ability
Metal Scent
A rust monster can smell metal as a precise sense.
Ability
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.
Ability
Tail Trip
Circumstance: Trigger: A creature carrying a metal item attempts to move out of
The rust monster makes a tail Strike against the triggering creature.
Offense
Melee
Circumstance: combat round (melee)
antenna +10 [+5/+0] (finesse), Effect: rust
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Perception
darkvision
metal scent 30 feet