Critique Desired of Custom CoT Monster: Rust Torble


Council of Thieves

Grand Lodge

I got the idea of creating a custom CoT monster, the Rust Torble. Rust torbles have evolved in close proximity to rust monsters, and thus have gained the ability to rust/eat metal.

I wanted to make the size of the rust torble tiny instead of diminuative. I removed its immunity to acid and dealing of acid damage in favor of the rust ability and scent metals sense.

Is a CR of 1/4 too low for this creature and/or are the save DCs specified too high given the potential of this creature to destroy metal weapons when poked or sliced?

RUST TORBLE (CR 1/4)

XP 100
N Tiny vermin
Init +2; Senses blindsight 30 ft., darkvision 30 ft., scent metals 30 ft.; Perception +2

Defenses
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 2 (1d8–2)
Fort +0, Ref +2, Will +2
DR 1/piercing or slashing;
Weaknesses ooze-vermin hybrid

Offense
Speed 15 ft., climb 15 ft.
Melee bite +0 (1d2), antennae +0 touch (rust)
Space 0 ft.; Reach 0 ft.

Statistics
Str 6, Dex 15, Con 7, Int —, Wis 14, Cha 2
Base Atk +0; CMB +0; CMD 8
SQ primitive sight, telepathic sensitivity

Ecology
Environment any underground (sewers)
Organization solitary, clot (2-4), or brood (5-20)
Treasure none

Special Abilities

Ooze-Vermin Hybrid (Ex) Torbles react to ooze-affecting effects as if they were oozes and vermin-affecting effects as if they were vermin, whichever is least advantageous for the torble or more advantageous for the originator of the effect.

Primitive Sight (Ex) Though it has blindsight and can operate without vision, a torble’s simple eyes give it poor sight (mainly light and color) with an effective range of 30 feet. Because they can see, they are subject to attacks that affect sighted creatures (such as gaze attacks), but as they can still rely on their blindsight, they cannot be dazzled or blinded by sight-based attacks.

Telepathic Sensitivity (Ex) Torbles are receptive to the thought energy of telepathic minds. A creature with the telepathy special ability can use a swift action to mentally command one torble per point of Charisma bonus for one round, twice that many by using a move action, or four times that many by using a standard action. The creature’s control of the vermin is limited to simple commands (“attack,” “defend,” “stop,” and so forth); orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Torbles that leave the range of the creature’s telepathy immediately revert to their standard behavior.

Rust (Su) A rust torble’s antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition—a second hit destroys the item. A rust torble never provokes attacks of opportunity by attempting to strike a weapon with its antennae. Against creatures made of metal, a rust torble’s antennae deal 1d6+1 points of damage. An attended object, any magic object, or a metal creature can attempt a DC 12 Reflex save to negate this effect. The save DC is Constitution-based.

Any non-magical metal weapon that does piercing or slashing damage to a rust torble is immediately destroyed due to direct exposure to the torble’s corrosive body fluids. Any magical metal weapon that does piercing or slashing damage to a rust torble must make a DC 14 Reflex save to avoid being destroyed.

Scent Metals (Ex) This ability functions much the same as the scent ability, except that the range is 30 feet and the rust torble can only use it to sense metal objects (including creatures wearing or carrying metal objects).

Scarab Sages

That's a pretty wicked effect for only a 1/4 CR.

How are you calculating its attack bonus?

Also - shouldn't it have a feat and skills

Stealth would be an important one to put in the stat block.

I like the idea - you can throw in a really mean monster w/o killing all of the players' metal items.

... you could allude to an actual rust monster being nearby - would definately prevent them from going down a certain sewer tunnel or hallway!

Grand Lodge

I'm not sure how to calculate the actual BAB, skills, and feats. The Bestiary general monster CR table only starts at a CR 1/2 with 10 hp.

I mostly stayed with what an ordinary torble (CR 1/8 and 1 hp) has and tried to make adjustments based on its size increasing from diminuative to tiny. I bumped up its STR a little, for example.

I thought that a creature without an INT score doesn't get any skill points or feats, but I guess it should have some racial (instinctive?) skill bonuses.

What do you think would be a better CR? Maybe 1/2?

Scarab Sages

Making a normal torble tiny:
I noticed you raised the Str by 3 and Con by 2. The Str only goes up by two. Dex needs to go down by 2. Con does not change. (Bestiary pg 296)
The attack bonus is -1 because its strength bonus gives a +1 and its size bonus gives a -2.
I would put the rust ability in the bite – like the 1 point of acid for normal.
Its AC would be 13 because of the lowered Dex and lowered size bonus.
The CMB and CMD are not correct.
Its CMB would be -5 and its CMD would be 6
Its saves would be:
Fort -1 Ref +1 Will +2
Its save DC for the rust would be DC 11 because the CON does not go up.
SO making it larger actually makes it a weaker opponent.
Therefore, along with no reason for them to be larger than normal, I’d keep them diminutive.

Since making it tiny actually makes it a weaker opponent, a 1/4 CR isn't too low.

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