Large Ooze, Unaligned
Armor Class 10 (natural armor)
Hit Points 150 (10d20 + 45)
Speed 20 ft., Climb 20 ft.
STR
18 (+4)
DEX
7 (-2)
CON
18 (+4)
INT
1 (-5)
WIS
6 (-2)
CHA
1 (-5)
Damage Immunities Acid, Cold, Lightning, Slashing
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft., Passive Perception 13
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

IMPORTANT NOTE: The rust monster's ability to destroy weapons, shields and armor should be announced to the table. This monster is designed to introduce risk to non-deadly tables. Players should be reminded that they can run away.

Amorphous. The rust monster can move through a space as narrow as 1 inch wide without squeezing.

Corrosive Form. Any creature that touches the rust monster or hits it with a melee attack within 5 feet takes 9 (2d8) acid damage. The damage is doubled when the attack uses unarmed or natural weapons. 

Any weapon used in an attack that hits the rust monster corrodes and is dulled and takes a -1 penalty to damage rolled, which lasts until the end of the session. The weapon is destroyed if the penalty reduces its damage by 5.

Spider Climb. The rust monster can climb difficult services, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod. Melee Weapon Attack. +7 to hit, reach 5ft, one target. Hit: 13 (3d6+3) bludgeoning damage plus 9 (2d8) acid damage. 

A shield equipped by the target is partly dissolved and takes a cumulative -1 penalty to the AC it offers, which lasts until the end of the session. The shield is destroyed if the penalty reduces its AC by 5. In the absence of a shield, this effect applies to the target's armor instead.

The target must make a Dexterity Saving Throw (DC 15) or be grappled. On it's turn, a grappled target can use an action to make an Athletics or Acrobatics Check (DC 15) to escape the grapple.

Acid Bomb. The rust monster spits acid to a point it can see within 60 feet. Creatures within a 10 foot radius from that point must succeed on a Dexterity Saving Throw (DC 15) or become restrained.

At the start of its turn, a creature restrained in this way takes 9 (2d8) acid damage and receives a -1 penalty to the AC offered by its armor, which lasts until the end of the session. The armor is destroyed if the penalty reduces its AC by 5.

On it's turn, a restrained target can use an action to make an Athletics Check (DC 15) to end the restraint.

Reactions

Antimagic Field. As a reaction to being targeted by a spell the rust monster can cast antimagic-field (Recharge 5–6).

JaemieFinch

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