Iron Scent. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.
Rust Metal. Any nonmagical 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. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage.
Multiattack. The rust monster makes 2 bite attacks, or 1 bite attack and 1 antennae attack
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 3) piercing damage.
Antennae. The rust monster 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 14 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.
Description
Normally rust monsters live on the scraps of adventurers, making do with the bare minimum living day to day.
However, sometimes the creature lucks out and finds a location rich in food; an abandoned forge, an artificers garbage heap, an unrecovered battle field. When this happens, the rust monster gorges on what it finds, becoming heartier and taking on the characteristics of its food.
These rust monsters grow a steely blue color, become difficult to damage have voracious appetites and have grown extremely territorial of the buffet they now call home.
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