Large Monstrosity, Neutral
Armor Class 16 Natural armor
Hit Points 88 (80d10 + 20)
Speed
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
14 (+2)
WIS
8 (-1)
CHA
5 (-3)
Saving Throws DEX +6
Senses Passive Perception 16
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Special Trait Name. Antennae. The rust monster corrodes a nonmagical ferrous metal object it can see within 10 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 18 Dexterity saving throw to avoid the rust monster's touch.

 

If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative −2 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

Actions

Action Name. Multi-Atk  2claws and bite 

Action Melee Attack. Bite Melee Weapon Attack: +7 to hit, reach 5 ft.,  1 target. Hit: 15 (2d10 + 5) piercing damage. 

Action Melee Attack. claw +7 to hit, reach 5 ft., 1 target. Hit: 12 (2d8 + 5) slashing damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name.  Entanglement . Once a bite or claw hits . It can spend it's reaction to grapple target .. DC 17 str or dex saving throw or be grappled. 

Legendary Actions

3 Legendary action

Dissolve Breathe Weapon (Costs 2 Actions). +8 to hit . 20ft cone 25(3d10 +5) acid damage. Dex save DC 17 on a fail target loses all metal armor or weapons that not magical ...on save take half damage 

Summon swarm. (Cost 1 Action) . Brood mother can unleash a wail summoning 1d6+2 rust monsters.

 

 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

LionsSheild

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