Iron Scent. The dragon can pinpoint, by scent, the location of ferrous metal within 120 feet of it.
Rust Metal. Any nonmagical weapon made of metal that hits the 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. ammunition made of metal that hits the rust monster is destroyed after dealing damage.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) acid damage. Any nonmagical metal the creature is wearing corrodes if they are hit, taking a permanent and cumulative -1 penalty to the AC it offers. Armor that is reduced to an AC of 10 or a shield to 0 is destroyed.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
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 16 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.
Acid Breath (Recharge 5–6). The dragon exhales boiling corrosive acid in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) acid damage on a failed save, or half as much damage on a successful one. Any nonmagical metal the creature is wearing corrodes if they fail the save, taking a permanent and cumulative -1 penalty to the AC it offers. Armor that is reduced to an AC of 10 or a shield to 0 is destroyed.
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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Ravenous and focused, Rust dragons feast on any type of metal, though they much prefer the ferrous types. They are distinguished by their sandy-orange scales that are coated thick with oxidation. Their horns and claws are a dull black, and extremely sharp. Their wings are thin and iridescent, going from light oranges to almost blacks.
Lair and Lair Actions
The metal-loving rust dragons create their territories anywhere where there is direct access to metal. This can include mountains where dwarves have created their cities, ancient battlefields where the fallen make a quick meal, or deserts where the precious metals are plentiful. An area controlled by a rust dragon can be difficult to spot, as they don't tend to bother creatures around them unless they are truly hungry. Some of the indicators of an area inhabited by a rust dragon might be stones left melted by its breath, large tunnels dug out with a thick coating of oxidation on the walls and floor. If the dragon wishes to make its presence known, it can fill the area with a thick haze that slowly wears down those who enter.
The dragon usually chooses to live in a burrowed out cavern, where it can hide and store its any metals it hasn't eaten yet. These caverns tend to be narrow passageways where it's dug searching for natural metals. Occasionally, the rust dragon will burrow out a larger room to store anything it's found, and to rest. The difficulty of traveling though these tunnels tends to dissuade guests from trespassing.
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:
- A thick reddish-green haze fills the room, causing the area to be heavily obscured. Any creature within the haze takes 1d6 acid damage.
- A wall of rusty metal springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) bludgeoning damage and 4 (1d8) acid damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of wall has AC 16, 30 hit points, resistance to bludgeoning, slashing and piercing damage, and immunity to psychic and fire damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
Regional Effects
The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- A thick agitating haze fills the air within 1 mile of its lair. Any creature that spends an hour within the haze must succeed on a DC 18 Constitution saving throw, or take 1d6 acid damage.
- A coating of oxidation begins to form on non-magical metals within 1000ft of the lair.
Previous Versions
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6/15/2019 2:48:47 PM
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Coming Soon
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