Hulk Mollusk «Rust'ee»

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Creature Metadata

Reported By
Scot Hoover
Source
MM2
Role
_Data Integrity Issue: Role Information Unavailable_ - We are experiencing an issue accessing the ecological role data for this creature. The field is currently unavailable due to potential data corruption.
Base Stock
Snail
MCC Stat Block
Rust'ee 'Hulk Mollusk' (1d3 (2)): Init +8; atk 3 x tentacle melee +6 (1d20+2); AC 17; HD 15D7 hp 60 each; MV 3' ; 1d20+1d20; SV Fort +0, Ref +0, Will -2
Mutations
Increased Size; Poison (into 12 Acidic); Diminished Sense [D] no hearing, taste, smell; Regeneration; Immunity - radiation; New Body Parts tentacles; New Senses - vibrations,heat

Combat & Physical Stats

Number Appearing
1d3
Morale
9
Hit Dice
HD 15D7
Armor
7 (AC 17)
Size
Gargantuan 4 square meters
Movement
MV 3'
Attack
3 x Tentacle melee +6 (1d20+2)

Ability Scores

MS:
5
PS:
16
IN:
2
DX:
11
CH:
1
CN:
11

Ecology & Logistics

Frequency
Rare
Organization
Unknown
Activity Cycle
Unknown
Diet
Carnivore
Habitat
Underground, Ruins, Deathlands
Tech Level
0 - 0
Artifacts
Unknown

Description (Initial Observations): These are mutated garden snails that make their homes in old rusted appliances, vehicles, and robots. They creature itself is a 4 meter formless blob with 3 tentacles sprouting from its sides. They are very vulnerable in this state (AC 10). But because of their unique habitat, they are almost always well protected, by the sturdy carapace" of whatever metallic hulk they choose to live in. Young rust'ee can be found in small metallic appliances, oil drums, etc. As they grow larger they will periodically move into something larger. The biggest rust'ee may inhabit an Ancient robot or even a car or a truck!

Behavior & Society

Reactions
No known interactions
Behavior
A rust'ee will usually appear no different from any other heap of scrap metal until prey comes near. Then, the creature will shoot out one or more tentacles which both stun (2d10 damage) and poison (into 12) their victim. Once subdued, the carcass will be hauled into the shell to be devoured.Rust'we aren't intelligent and don't appear to be social creatures. But explorers have reported seeing more than one of them where enough metal exists (e.g. old scrap yards, parking lots, and industrial ruins).Archivists have been known to keep rust'ee as guard beasts to deter any who would try to steal from their holy lands.
Repair & Healing
Behavior not recorded
Society
Anthropological studies incomplete

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