Monster Manual 5E

(Nancy Kaufman) #1

RUST MONSTER


Most dwarves would rather face a squad of orcs than
confront a single rust monster. These strange, normally
c;locile creatures corrode ferrous metals, then gobble up
the rust they create. In doing so, they have ruined the
armor, shields, and weapons of countless adventurers.
A rust monster's body is covered in thick, lumpy
armor, its long tail ends in a bony protrusion, and two
feathery antennae sprout from its insectile head.
Underground Scavengers. Rust monsters roam
subterranean passages in search of ferrous metals such
as iron, steel, adamantine, and mithral to consume.
They ignore creatures not carrying such metals, but can
become aggressive toward those bearing steel weapons
and armor. A rust monster can smell its food at a
distance, immediately dashing toward the scent's source
to corrode and consume the object.
A rust monster doesn't care if the rust it consumes
comes from a spike or a sword. Adventurers can distract
the creature by dropping ferrous objects behind them.
Subterranean Wanderers. Rust monsters are rarely
found in large numbers, preferring to hunt alone or in
small groups. They meander a long tunnels, moving
from cave to cave in their tireless search for ferrous
metals to consume. Their wanderings often bring them
into contact with other Underdark denizens that find
them harmless or unappetizing. Thus, rust monsters
may be found in close proximity to other subterranean
monsters. If they are well treated and well fed, they can
also become friendly companions or pets.


RUST, MONSTER


Medium monstrosity, unaligned

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

STR
13 (+1)

DEX
12 (+1)

CON
13 (+1)

INT
2 (-4)

WIS
13 (+1)

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

CHA
6 (-2)

Iron Scent. The rust monster can pinpoint, by scent , the
location offerrous metal within 30 feet of it.

Rust Metal. Any non magical weapon made of metal that hits
the rust monster 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. Non magical
ammunition made of metal that hits the rust monster 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 rust monster corrodes a nonmagical ferrous
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 rust
monster's touch.
If the object touched is either metal armor or a metal s hield
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 metal weapon, it rusts as described in the
Rust Metal trait.
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