KING
Rust Creeper

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)

AC1111 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind4--
Sense14--
Heart12--
Cunning6--
Fate14--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

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.

Passive

Mindless Entropy

Feels nothing; it does not flee at 0 Vigor and fights until destroyed. Takes 1 additional damage from fire.

Maneuvers

Maneuver

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.