Huge Dragon, Any Evil Alignment
Armor Class 19 (natural armor)
Hit Points 350 (20d20 + 140)
Speed 40 ft., Burrow 80 ft., Fly 40 ft.
STR
26 (+8)
DEX
12 (+1)
CON
24 (+7)
INT
6 (-2)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +15, CON +14, WIS +8
Skills Athletics +14, Perception +6, Stealth +7, Survival +6
Damage Vulnerabilities Lightning
Damage Resistances All
Damage Immunities Fire
Condition Immunities Charmed, Petrified, Poisoned
Senses Blindsight 60 ft., Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 20
Languages Common, Draconic
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Sulphurous Odor. Creatures within 100 miles of the Rust Dragon smell a sulphurous odor. The dragon is enveloped by a 40 ft. radius sphere cloud of explosive gas. Any source of spark that enters this space triggers an explosion that deals 20 fire damage (Dexterity Save (DC 22) for half damage). The gas re-accumulates after (1d4) rounds.

Metallic Nature. (1d100) Any attack from a metallic weapon that hits the Rust Dragon has an 80% chance to create a spark sufficient to detonate it's gas cloud.

Rust Metal. Any 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. Ammunition made of metal that hits the rust monster is destroyed after dealing damage. This effect is also triggered when the Rust Dragon lands a melee attack on a metal target.

Iron Scent. The rust monster can pinpoint, by scent, the location of metal within 300 feet of it.

Abrasive Hide. Creatures grappling with or restrained by the Rust Dragon take 4 (1d8) slashing damage from the contact per round.

Effect Absorbtion. If the dragon swallows a magic item (that gets destroyed), it manifests the abilities of the magic item in question for 30 (1d10) x6 minutes. (Ex. A Spellguard Shield is destroyed as described. The dragon gains a +2 to its AC and has advantage on Saves against spells and magical effects. Spell attacks against the dragon are made with disadvantage.)

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: +15 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) slashing damage. The target creature mst succeed a DC 23 Strength or Dexterity save or be grappled by the dragon's maw. The dragon can not make a bite attack against any other targets while it is grappling in this manner.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) piercing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage and 7 (2d6).

Swallow. Melee Weapon Attack: +15 to hit, reach Grappled creature, one target. Hit: The target is swallowed. They become blinded and restrained and take 35 (10d6) acid damage and one count of Rust Metal per round that they are swallowed.
If the Rust Dragon takes 45 damage or more on a single turn from a creature inside it, the dragon must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the dragon.

Burrowing Ambush. The dragon may only use this action if it is burrowing. The dragon surfaces at any point of the map and immediately makes one bite attack and two claw attacks, with advantage on all three attack rolls. Any creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or be knocked prone from the force of the dragon exiting its burrow and be moved 5 feet away.

Diving Ambush. The dragon may only use this action if it is flying above its target. The dragon dives at its target, which must make a DC 23 Dexterity save or be grappled and take 7 (2d6) bludgeoning damage. If the target fails it's Save, the Rust Dragon closes its wings and forces its victim to the ground, dealing 3 (1d6) and 10 (1d20) bludgeoning damage per 10 feet fallen before impact with the ground.

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 15 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.

Thermite Breath (Recharge 5–6). The dragon exhales scorching sand in a 120-foot line that is 5 feet wide. Each creature in that area must make a DC 22 Constitution saving throw, taking 63 (18d6) fire damage. Metal objects hit by this breath weapon are affected as though under the heat metal for one minute unless cooled or extended by subsequent hits.

Rust Breath (Recharge 6). The dragon exhales corossive gas in a 60-foot sphere around itself as it spins in a circle. Each metallic object in the area is affected with the dragon's Rust Metal trait, except they take a -2 instead of the normal -1.

Reactions

Shielding Wings. The rust dragon raises its wings in front of itself to form a shield, raising its AC by 5 against the triggering attack and until the start of its next turn.

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.

Hunter's Sense. The dragon makes a Wisdom (Perception) check. Any creatures that were hidden no longer are until they take an action to hide again.

Fast Burrowing. The dragon burrows up to its full burrowing speed or, if it was already burrowing, can use its Burrowing Ambush.

Bite. The dragon makes a bite attack.

Swallow (Costs 2 Actions). The dragon uses its Swallow action if available.

Description

These strange, normally docile creatures corrode metals, then gobble up the rust they create. In doing so, they have ruined the armor, shields, and weapons of countless adventurers.

A rust dragon’s body is covered in thick, lumpy, and abrasive armor, and its long tail ends in a bony protrusion.

Scavengers. Rust dragons roam in search of metals such as iron, steel, adamantine, and mithral to consume. They ignore creatures not carrying metal, but can become aggressive toward those bearing steel weapons and armor. A rust dragon can smell its food at a distance, immediately dashing toward the scent’s source to corrode and consume the object. A rust dragon doesn’t care if the rust it consumes comes from a spike or a sword. Adventurers can distract the creature by dropping metallic objects behind them.

Wanderers. Rust dragons are frequently found in small groups, or accompanied by a group of rust monsters. They meander along, moving from place to place in their tireless search for metals to consume. Their wanderings often bring them into contact with other denizens of their various biomes. Thus, rust dragons may be found in close proximity to other monsters. If they are well treated and well fed, they can also become friendly companions or pets.

Monster Tags: monstrosity

Habitat: GrasslandMountainUnderdark

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