Huge Swarm of Huge dragons, Typically Neutral Good
Armor Class 20 (natural armor)
Hit Points 243 (18d12 + 126)
Speed 40 ft., Fly 60 ft., Burrow 50 ft.
STR
26 (+8)
DEX
12 (+1)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
21 (+5)
Saving Throws STR +14, DEX +7, CON +13, INT +9, WIS +8, CHA +11
Skills Arcana +8, History +8, Perception +11, Stealth +5
Damage Vulnerabilities Lightning, Thunder
Damage Immunities Acid; Bludgeoning, Piercing, and Slashing from Metal Weapons
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 150 ft., Passive Perception 21
Languages Common, Draconic, Dwarvish
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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

Actions

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

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Antennae. The dragon 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 dragon's touch.

If the object touched is either metal armor or a metal shield being worn or carried, it 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.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom 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 success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

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

Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed 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 success.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The 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 dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

A Rust Dragon’s Lair

Rust dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are destructive in natural cavern complexes or abandoned iron mines, rust dragons covet the lost outposts of humanoid civilization. An abandoned underground mines or a remote and desolate dwarven city is the sort of lair that every rust dragon dreams of.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 in the next round.
  • 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.
  • Within 2 miles of the lair, if any creature inhales the air, you will contract rust fever. Such creatures take 10 poison damage per round.
  • Given days or longer to work, the dragon can make clouds of dust and rust within its lair as solid as stone, forming structures and other objects as it wishes.

Habitat: MountainUrban

Elekris

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