Gargantuan Dragon, Chaotic Evil
Armor Class 24 Natural
Hit Points 450 (25d20 + 10)
Speed 40 ft., Fly 60 ft., Burrow 35 ft., Climb 50 ft.
STR
24 (+7)
DEX
23 (+6)
CON
22 (+6)
INT
20 (+5)
WIS
20 (+5)
CHA
19 (+4)
Saving Throws STR +15, DEX +14, CON +14
Skills Acrobatics +6
Damage Vulnerabilities Radiant
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Lightning, Poison
Condition Immunities Charmed, Frightened, Petrified, Poisoned
Senses Blindsight 60 (ft), Darkvision 120 (ft), Passive Perception 30
Languages Common, Draconic
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Metallic Scent. The rust dragon can pinpoint, by scent, the location of any metal within 120 feet of its current surrounding.

Rust Metal: Any nonmagical weapon made of metal that hits the Rust Dragon 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 Dragon is destroyed after dealing damage. 

Corrosive Acid. After every breath attack, the Rust Dragon Reduces the target's armor bonus AC increase by -1 until the armor does not provide bonus AC anymore. Once the armor does not provide AC anymore the target must succeed a DC 16 CON save or the armor melts off and is dissolved.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Subterranean Dweller. The Rust Dragons are highly resistant to pressure and heat due to their subterranean lairs they are also slightly lava resistant but can only be submerged in lava for 2 minutes before beginning to take (2d8) fire damage per turn while in the lava.

Light Sensitive. Due to living primarily underground most Rust dragons are sensitive to high levels of light so, when the Rust dragon is first exposed to sunlight they take 20 Radiant damage but after being exposed once they do not take damage again until they return underground and then are re-exposed again after 10 days of being underground.

Actions

Multiattack. The Rust dragon can use its Frightful Presence then makes three attacks: one with its bite, two with its claws, and one with its tail.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the Rust dragon and aware of it must succeed on a DC 17 Constitution saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Rust dragon's Frightful Presence for the next 24 hours.

Bite. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 19 (3d10 + 1) piercing damage plus 10 (2d8) Acid damage.

Claw. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 17 (3d10+4) slashing damage.

Tail. Melee Weapon Attack: +20 to hit, reach 20 ft., one target. Hit: 18 (3d8 + 2) bludgeoning damage and also deals 12 (2d8+1) Piercing Damage.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Corrosive Breath. The Rust Dragon Exhales corrosive acid in a 45-foot cone that is 20 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 82 (14d8) acid damage on a failed save and if the target is reduced to 0 hp on a failed save they are dissolved in acid and become reduced to a puddle of acid, on a successful save the breath attack deals half as much damage.

Acidic Ball.  The Rust Dragon Spits a sphere of acid that is 15 feet tall and 15 feet wide that slowly deforms into an oval that is 17 feet tall and 13 feet wide when it reaches 120 feet where the oval loses its shape and becomes a line shape that is 20 feet long and 10 feet wide. Each creature hit must make a DC 19 Dexterity saving throw, taking 92 (15d8) acid damage on a failed save and if the target is reduced to 0 hp on a failed save they are dissolved in acid and become reduced to a puddle of acid, on a successful save the breath attack deals half as much damage.

Draconic Assault (Recharge 5-6)

Draconic Assault. The Rust Dragon burrows underground and then rushes toward a target area then leaps out of the ground in a radius of 35 feet. Targets at the center of the (1-10 feet) radius are forced to take a DC 20 Dex Save which if fails deals 60 (4d20+10) Bludgeoning damage and the target is knocked up into the air then they are stunned for (1d4) turns when they land. Targets at the edge of the area (11-35 feet) are knocked prone for (1d4) turns and take the same damage and are forced to take the same save. On a successful save the target at the center of the radius take half damage and are only stunned for 1 turn and Targets at the edge of the radius take 1/4 of the damage and are only knocked prone for 1 turn. The rust dragon can then attempt to bite one of the stunned targets as a bonus action.

  

Legendary Actions

The Rust Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The Rust dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d8 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. 

Description

Rust Dragons are subterranean dragons whose hunger for metal makes them constantly search for new dwelling locations sometimes even driving mines to abandonment so, they can feed. Their lairs are either located in mines or dug up by themselves to breed other Rust Dragons and to find metal that they can feed on. Certain civilizations have attempted to recreate their dwelling areas in their kingdom to breed and train them but to no avail. Rust dragons are extremely territorial and will attack anyone who enters their Lair. They attack with an acidic breath attack and their attack is so corrosive that it is said that they can reduce armor into an acidic pool in about 10 minutes. It is said using the acid of a rust dragon can create some of the most toxic arrows ever to live. Rust dragons are very uncommon but can be found a lot in deserts, hills, and mountains it is also said they dwell in the Underdark, yet, no one has confirmed this.

 

Lair and Lair Actions

Rust Dragons live in subterranean lairs that they dug up or abandoned mines on the frayed edges of civilization and they have an intense hunger for metal and metallic items. Their lair is full of metal spikes and sulfuric gasses and other toxic gasses. Their lair is constantly under pressure and reaches up to 120 degrees f.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: 

  • Acid Geysers erupts from the floor is 30 feet high and 5-feet wide. Each creature in the geyser’s area must make a DC 17 Dexterity saving throw, taking 24 (7d6) Acid damage on a failed save, or half as much damage on a successful one.
  • Metal Spikes will fall from the ceiling and the target must take a DC 17 Dex saving throw taking 31 (8d6) piercing damage on a failed save and impales the target preventing them from moving until the spike is removed by a party member, however, on a successful save they take half damage and are not impaled. 
  • Corrosive Gas all users of non-magical weapons that are equipped currently must make a DC (16) Dex save or the Weapon corrodes in acid and reduces the damage by 3 until the damage reaches 0 when it does the weapon dissolves fully.

Regional Effects

The region containing a legendary Rust dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Light Levels are reduced to unseeable unless you have a torch or Darkvision in the Rust Dragon's Lair.
  • The temperature 5 miles from the lair is 90 degrees F.
  • Acid will leak from the ceiling within 3 miles from the lair.
  • Within 500 yards of the lair, the temperature will increase by 30 degrees.
  • Water sources within 5 miles of the Lair are tainted with acidic substances that deals 30 Acid damage to the drinker.

If the Rust Dragon dies, these effects fade over the course of 2d20 days.

Previous Versions

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Habitat: DesertHillMountainUnderdark

Kazaroth

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