Mallethric

Medium

Monstrosity

CR 3

Unaligned

Mallethric

Arcane Rust Devourer

A Mallethric looks like a squat, armored centipede of pitted iron plates and ragged, coppery filaments that hiss like boiling water as it moves. It exudes a fine, metallic dust that flakes from its carapace and settles on swords, chain links, and rune-etched hilts; within moments that metal sours, pits, and loses its temper. What makes the Mallethric terrifying is not raw strength but its precise appetite for what warriors prize most: blades that sing, armor that gleams, and the faint hum of wards — all consumed until nothing remains but an inert scrap and a bitter, chemical scent that clings to the hands of its victims.

Stat block

Armour

14

natural armor

Hit points

83

11d8+33

Speed

30ft

Challenge

3

700 XP

STR

14

+2

DEX

15

+2

CON

16

+3

INT

6

-2

WIS

12

+1

CHA

8

-1

Saving throws

DEX +4

Skills

Stealth +4

Senses

darkvision 60 ft., passive Perception 11

Languages

understands Common but can't speak

Actions

Multiattack. The Mallethric makes two attacks: one Bite and one Rusting Grasp.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

Rusting Grasp. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage, and the target's worn or held metal item of the Mallethric's choice that is nonmagical is corroded and rendered useless (a weapon drops to 0 durability and is destroyed; armor loses 2 points of its effective AC for 24 hours). If the item is magical, the wielder must succeed on a DC 13 Constitution saving throw or the item loses its magical properties for 1d4 days. A successful save halves the duration. A Mallethric can attempt to corrode no more than one magical item per day.

Saline Cloud (Recharge 5-6). The Mallethric exhales a choking spray of metallic dust in a 15-foot cone. Each creature in the area must make a DC 13 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much on a success. Nonmagical metal objects in the area take a -1 penalty to attack rolls and AC (if worn) until cleaned; magical items of metal in the area must succeed on the save or be unable to activate magical properties for 24 hours.

Reactions

Corrosive Reflex. If a creature within 5 feet hits the Mallethric with a metal weapon, the attacker must succeed on a DC 13 Constitution saving throw or their weapon takes a permanent -1 penalty to damage rolls (to a minimum of +0). This penalty stacks; if a weapon's damage bonus drops to 0, it is treated as nonmagical ordinary metal for other effects.

Lore

Mallethrics are thought to be the product of corrosion and magic breeding together in foundries and battlefields where enchanted arms were left to rot. Folk tales claim a forgotten guild alchemist once tried to 'grow' a preservative for weapons and instead produced a hunger: a small, hungry organism that feeds not on flesh but on enchantment-carried metal. Over generations these organisms enlarged and adapted; the ones that survived became the Mallethric. Mallethrics dwell where metal and magic meet in abundance: ruined armories, derelict forges, ship graveyards, and the slag-heaps outside old mage-fortresses. They travel in small family clusters, following the sound and taste of a ringing blade. The Gearwrights' Guild of Greth Hollow keeps meticulous, terrified records of encounters, and Master Tilvor Hents of the Sunderdeep Foundry wrote the first field notes warning that a Mallethric can strip a weapon of its magical properties for days — and that some particularly old specimens can permanently cleave enchantments if given time. Adventurers who lose a treasured sword to a Mallethric rarely recover it in the same form.

Appearance

Imagine a creature roughly the size of a hunting dog to a small pony: an elongated, segmented body 6–8 feet long with thirteen overlapping plates of corroded iron that shimmer with bluish verdigris. Each segment bears a pair of jointed, crab-like legs tipped in pincer-like claws that scrape and rasp; the forebody terminates in a triangular maw lined with grinding plates and whisker-like tactile antennae that drip a fine, rust-colored powder. Veins of darker, almost black iron run like scars across its plates. Interspersed amid its armor are tuberous sacs that glow faintly when it has recently consumed enchanted metal. Its movement is low and deliberate; when threatened it will curl, presenting a ring of rust-teeth and a cloud of metallic dust. Scale reference: a crouching human reaches about to the middle of its flank; a standard doorway is barely taller than its raised head.

Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence

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