Saturday, July 29, 2023

Dungeon Monster 1: Aquator

 

In the dimly lit corners of the Dungeons of the Asciiverse, the Aquator skulks, its chitinous exoskeleton gleaming over a shimmering underbelly. This enigmatic creature roams in search of digital pseudometal to feed its insatiable appetite. Agile and formidable, the Aquator senses the presence of its preferred meal within 30 feet and corrodes it with ease, rendering it nonfunctional.


Aquator

Medium monstrosity, unaligned
Armor Class 14 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 40 ft.

FOR    OBS    REF    MGT    ACU    TRA
13(+1) 13(+1) 12(+1) 13(+1) 2(-4)  6 (−2)

Senses darkvision 60 ft., passive Perception 11
Languages --
Challenge 1/2 (100 XP)

Iron Scent. The aquator can pinpoint, by scent, the location of iron-mimicking code within 30 feet of it.

Rust Metal. Any nonmagical weapon made of metal that hits the aquator corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the aquator is destroyed after dealing damage.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Antennae. The aquator corrodes a nonmagical pseudoferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the aquator's touch. If the object touched is either pseudometal armor or a pseudometal shield being worn or carried, its takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held pseudometal weapon, it rusts as described in the Rust Metal trait.

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