Page 263 - D&D Bestiary
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RUST MONSTER
Medium monstrosity, unaligned
Most dwarves would rather face a squad of orcs than
confront a single rust monster. These strange, normally Armor Class 14 (natural armor)
c;locile creatures corrode ferrous metals, then gobble up Hit Points 27 (5d8 + 5)
the rust they create. In doing so, they have ruined the Speed 40ft.
armor, shields, and weapons of countless adventurers.
A rust monster's body is covered in thick, lumpy STR DEX CON INT WIS CHA
armor, its long tail ends in a bony protrusion, and two 13 (+1) 12 (+1) 13 (+1) 2 (-4) 13 (+1) 6 (-2)
feathery antennae sprout from its insectile head.
Underground Scavengers. Rust monsters roam Senses darkvision 60ft., passive Perception 11
subterranean passages in search of ferrous metals such Languages-
as iron, steel, adamantine, and mithral to consume. Challenge 1/2 (100 XP)
They ignore creatures not carrying such metals, but can
become aggressive toward those bearing steel weapons Iron Scent. The rust monster can pinpoint, by scent, the
and armor. A rust monster can smell its food at a location offerrous metal within 30 feet of it.
distance, immediately dashing toward the scent's source
Rust Metal. Any non magical weapon made of metal that hits
to corrode and consume the object.
the rust monster corrodes. After dealing damage, the weapon
A rust monster doesn't care if the rust it consumes
takes a permanent and cumulative -1 penalty to damage rolls.
comes from a spike or a sword. Adventurers can distract If its penalty drops to -5, the weapon is destroyed. Non magical
the creature by dropping ferrous objects behind them. ammunition made of metal that hits the rust monster is
Subterranean Wanderers. Rust monsters are rarely destroyed after dealing damage.
found in large numbers, preferring to hunt alone or in
small groups. They meander along tunnels, moving ACTIONS
from cave to cave in their tireless search for ferrous Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
metals to consume. Their wanderings often bring them Hit: 5 (1d8 + 1) piercing damage.
into contact with other Underdark denizens that find
them harmless or unappetizing. Thus, rust monsters Antennae. The rust monster corrodes a nonmagical ferrous
may be found in close proximity to other subterranean 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
monsters. If they are well treated and well fed, they can
the object is being worn or carried by a creature, the creature
also become friendly companions or pets.
can make a DC 11 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, its 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.
RUST, MONSTER

