Rust Creeper
Fiend · Crown of Sloth
T2d6Minor
A mass of grey-green tendrils and fibrous growths that clings to surfaces like mold, the Rust Creeper accelerates entropy - paint peels, stone crumbles, iron flakes into orange powder wherever it touches. It cannot be stopped by non-magical barriers.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 11 · ATK +4 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 4 | - | - |
| Sense | 14 | - | - |
| Heart | 12 | - | - |
| Cunning | 6 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Entropy Touch
When the creeper's tendrils touch a nonmagical weapon or armor, or a nonmagical metal weapon strikes it, the bearer makes a Fate save (DC 13); on a failure the item takes a permanent -1 to attack rolls or AC. An item reduced by 3 crumbles apart.
Mindless Entropy
Feels nothing; it does not flee at 0 Vigor and fights until destroyed. Takes 1 additional damage from fire.
Maneuvers
Corrode Barrier
Seep into a nonmagical door, lock, wall, or barrier within 5 ft. It flakes and sags, and is destroyed at the end of the creeper's next turn.
Tactics
GM tactics
The Rust Creeper does not fight conventionally. It advances slowly and relentlessly, destroying equipment and barriers. It targets the party's best-equipped member, degrading armor and weapons. If no targets are present, it simply waits - it has been found motionless in sealed rooms after centuries. Fire is effective against it.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.