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Rust Monster D: How to Survive the Metal-Eating Menace



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 11 Dexterity saving throw to avoid the rust monster's touch.




Rust Monster D



or its because the fact that iron is needed for there blood and steel would hurt them like if you take all the iron out of your blood and then replace it with steel so maybe its just that many years ago the rust monster was happy eating humans and other stuff and so the gods were like nah stop eating our worshipers and so they cursed them to have no iron in there blood and so now they eat every thing that is iron or iron based and that is the reason they look weird and eat iron they look weird cause they don't have iron in there blood so that is why the get mad at iron carrying people cause they hate us cause our gods cursed them and cause they think we wont let them have there iron


One of my players is a half-orc cyborg. It's a long story. But I plan to throw a rust monster at them, sense their cybernetics are the only thing keeping them alive, they fear rust monsters. So I plan to throw a thing a call a "Grand Rust Monster" at the players. It's basically the same thing but size class huge and much more powerful.


If a weapon was affected by a rust monster, can I have it be more susceptible to breaking? lso, could I make it so that those hit by it make a Constitution saving throw (DC 11) or take 1d6 poison damage and have tetanus (Basically within two days of getting the disease, they cannot eat because of lockjaw, and begin taking levels of exhaustion.)? Weapons with the gleaming property as mentioned in chapter 7 in the DMG will not be affected.


A handful of rust monsters might just wander over to where the players are camped for the night, ignoring unaggressive pcs to head for the pile of armour the paladin and fighter have doffed in order to sleep.


A rust monster can scent a metal object from up to 90 feet away. When it detects one, it dashes toward the source and attempts to strike it with its antennae. The creature is relentless, chasing characters over long distances if they still possess intact metal objects but usually ceasing its attacks to devour a freshly rusted meal.


A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 17 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.


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.


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 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.


A rust monster was the size of a small pony, with four insectlike legs and a squat, humped body. Its hide was thick and lumpy and was yellowish tan on the belly and rust-red on the back. Its tail ended in what looked like a double ended paddle. Two long antennae come out of its head, one under each eye.[6]


A rust monster had a weak bite and did not normally attack with it.[6] They attacked anyone who had metal, however, with their antennae. The touch of an antenna could turn even magical metal items into rust.[6]


Some sages speculated that rust monsters might be related to or the larval form of rust dragons[8] The extremely few rust monsters who lived long enough to reach old age somehow transported themselves to the plane of Acheron, where they ravenously consumed the abundant metal from the plane's cubes for about one year. Afterwards, they encased themselves in cocoons made of spun metal, where they stayed for three years. Following this period, they emerged from their cocoons as rust dragon wyrmlings.[9]


It was not known, however, whether rust monsters were native to Acheron and only traveled to the Prime Material plane as a part of their larval cycle to become rust dragons, or if rust monsters were in fact native to the Prime and were altered by the magic of Acheron once transported there.[9]


Rust Monsters are typically docile creatures that feed on ferrous metals. They feed by breaking down and oxidizing any metal they touch, effectively "rusting" it, allowing it to be eaten easily. They are considered among the more unfortunate creatures of the Dungeons and Dragons setting, as many adventurers have lost their equipment due to the beasts.


Half Rust Monsters resemble bipedal Rust Monster. Their bodies are coated in exoskeletons with various earthy hues, including dirt brown, rust red and sandy yellow. Due to their heritage half rust monsters possess four very strong limbs, walking on two legs and possessing two arms, each ending in four prehensile, claw-like fingers. Their heads posses two small yellow eyes, very large feathery antennae, and mandibles. Because of the alien shape of their jaws, they have difficulty speaking and pronouncing Common and most other humanoid languages besides their own. They wear little clothing beyond simple harnesses for carrying weapons and equipment.


Created by Aldrich the Mad to get revenge on some dwaven adventurers. Half rust monsters were born into this world as a fusion of a Thri-kreen and a Rust Monster. Due to the nature of both species they did not share their masters hatred and soon abandoned him to his devices. They traveled the lands and soon met one of their parent races the Thri-kreen and became part of their society. They learnt alot from the Thri-kreen and soon left to develop their own society in the forests near mountains.


Most dwarves would rather face a squad of orcs than confront a single Half Rust Monster. These strange creatures corrode ferrous metals, then gobble up the rust they create.Ability Score Increase. +2 ConstitutionAge. Half Rust monsters are short-lived, maturing at around 10 and usually die at around age 40.Alignment. Most Half Rust Monsters are lawful, believing firmly in the benefits of a well-ordered society. They tend towards neutral alignments often going with the flow of the world around them, with a strong sense of Fair Play and a belief that everyone deserves to share in the benefits of a good meal. Extremely rarely will a half rust monster turn to a chaotic nature or a evil nature.Size. MediumSpeed. Your base walking speed is 25ft feet.Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.Iron Scent. You can pinpoint, by scent, the location offerrous metal within 30 feet of you.Rust Metal. As an reaction when a non magical weapon made of metal hits you, you can attempt to corrode it. After dealing damage, the holder of the weapon must make a Dexterity saving throw equal to 8 + Constitution + Proficiency or weapon takes a permanent and cumulative -1 penalty to damage rolls if they fail.If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits you and you use with reaction is destroyed after dealing damage. You can use this ability a number of times equal to your Proficiency bonus before you require a long rest to regain its uses.Antennae. Once per short rest you can corrode a nonmagical ferrous metal object you can see within 5 feet of you. 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 must make a Dexterity saving throw equal to 8 + Constitution + Proficiency to avoid the you touch. If the object touched is either metal armor or a metal shieldbeing worn or carried, its takes a permanent and cumulative -1 penalty to the Armor Class it offers. Armor reduced to an Armor Class 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.Torpor. You enter a torpid state instead of sleeping, during which you remain fully aware of their surroundings. You are fully rested after only four hours of torpor. You are immune to any magic that would put you to sleep.Tough Carapace. Your Armour Class is equal to 13 + Dex modifier when not wearing armor.Languages. Half Rust Monster characters speak their own language, thri-kreen, which is composed of clicks, whistles, and snaps of their mandibles. This language is notoriously difficult for non-half rust monster to pronounce, but relatively simple to learn. You can only speak thri-kreen without the use of magic, but you understand Common and any other languages you learn. At the Dungeon Master's discretion, one or all of the other members of the party is able to understand thri-kreen as a bonus language. You can still perform the verbal components of any spells you possess. 2ff7e9595c


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