Skip to main content

Rust Maw




A horrific abomination, the zombie known as Rust Maw hunted before Death swept the Kingdom and still does so to this day. Of course, now its quarry is something different altogether. No one is quite sure how its lower jaw was replaced with a rusted beartrap, or just how deep the attached chain goes into its gullet. However, it gives the shambler one hell of a bit. Worse yet, it turns lesser zombies into 'living' traps. Exploding in a rain of gore, the zombies stifle prey trying to run away. Then Rust Maw and its hanger-on's feast.


-Records of the Charnel House

Rust Maw

Medium undead (zombie), neutral evil

Armor Class 9

Hit Points 45 (6d8 + 18)

Speed 20ft

Str 15 Dex 8 Con 16 Int 3 Wis 16 Cha 7

Skills Survival +7

Condition Immunities exhaustion, poisoned, restrained

Damage Immunities poison

Senses darkvision 60 ft., passive Perception 13

Languages understands Common but can't speak

Challenge 2 (450 XP)

Keen Smell.

The zombie has advantage on Wisdom (Perception) checks that rely on smell.

Lockjaw.

The target is considered grappled by the zombie, however, it is not restrained. Instead, it cannot move more than 10ft away from the zombie and takes 3 (1d6) necrotic damage at the end of each of its turns while grappling. While the zombie has a creature grappled in this way, it cannot use its bite attack.

Undead Fortitude.

If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Multiattack.

The zombie makes two slam attack

Slam.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. The zombie may elect to lockjaw the target.

Trapsmithing(Recharge 5-6).

The zombie chooses another 'living' zombie it can see within 90ft that has less hit dice than it. That zombie explodes in an array of bones rearranged into clenching traps. All creatures within 10ft of the explosion must succeed on a DC 13 Dexterity save or take 10 (3d6) piercing damage and be restrained for the next minute. At the end of each of its turns, an affected creature can repeat this save with the effect ending on success.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...