Rust OozeCreature 3
Source Pathfinder #178: Punks in a Powder Keg
Perception +6 (motion sense 60 feet, no vision)
Languages none
Skills Athletics +9, Stealth +5
Str +4, Dex -4, Con +3, Int -5, Wis +1, Cha -5
AC 11; Fort +10; Reflex +3; Will +6;
HP 80
Speed 15 feet (swim 30 feet)
Immunities critical hits, mental, precision, unconscious, visual
Weaknesses Electricity 5
Pseudopod +11 (+6, +1) to hit 1d6+5 Bludgeoning
Motion Sense 60 feet
A rust ooze can sense nearby creatures through vibration and air or water movement.
Corrode WeaponTrigger The rust ooze is hit with a metal weapon
Effect The rust ooze deals 2d6 acid damage to the item, ignoring its Hardness.
Metal ResistanceA rust ooze has resistance 5 to metal weapons.
RustWhen a rust ooze critically succeeds at a pseudopod Strike, it deals 2d6 acid damage to a metal item the target is wearing or holding, ignoring the item's Hardness. If a creature uses the Shield Block reaction with a metal shield against a rust ooze's pseudopod attack, the shield is automatically broken, but no other item is rusted.
Tetanus (disease)An infection introduced through open wounds, tetanus can produce stiffness, muscle spasms strong enough to break bones, and ultimately death.
Saving Throw DC 14 fortitude
Onset 10 days
Stage 1 Clumsy 1 (1 week)
Stage 2 Clumsy 2 and can't speak (1 day)
Stage 3 Paralyzed with spasms (1 day)
Stage 4 death
Urban pollution breeds all kinds of new and interesting ooze creatures.
These reddish-brown globs wriggle through sewers and other waterways in search of iron pipes, metal trash, and other objects that rust.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.