Drake, Rust

A motionless rust drake is easily mistaken for a pile of scrap metal.

Shedding Rust. Aside from fangs and claws like iron spikes, this dragon-like creature seems to be nothing more than a collection of rust. Each beating of its wings brings a shower of flakes.

Warped Metallics. Many sages claim that rust dragons are a perversion of nature’s order obtained either by the corruption of a metallic dragon’s egg or the transformation of such a dragon by way of a ritual. Others disagree and propose another theory about a malady that affects the skin of young metallic dragons and ferrous drakes alike. So far, no one has discovered the truth about their origins.

Filthy Scrap Metal Eaters. These foul creatures feed on rust and are known as disease carriers.

Rust Drake

Medium dragon, chaotic evil
Armor Class 17 (natural armor)
Hit Points 161 (19d8 + 76)
Speed 30 ft., burrow 5 ft., fly 100 ft.
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 19 (+4) 12 (+1) 8 (-1) 8 (-1)

Skills Perception +3, Stealth +5
Damage Immunities poison
Damage Vulnerabilities acid
Condition Immunities paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic
Challenge 8 (3,900 XP)

Actions

Multiattack. The drake makes one bite attack and one tail swipe attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target must succeed on a DC 16 Constitution save or contract Rust Drake Lockjaw.

Tail Swipe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Vomits Scrap (Recharge 5-6). A rust drake can vomit forth a 15-foot cone of rusted metal. Targets in the affected area take 55 (10d10) slashing damage, or half damage with a successful DC 15 Dexterity saving throw. In addition, affected creatures must also make a successful DC 15 Constitution saving throw or contract Rust Drake Tetanus.

Rust Drake Lockjaw. This disease manifests symptoms in 1d4 days, when the affected creature experiences painful muscle spasms, particularly in the jaw. After each long rest, the creature must repeat the saving throw. If it fails, the victim takes 1d3 Dexterity damage and is paralyzed for 24 hours; if the saving throw succeeds, the creature takes no damage and feels well enough to act normally for the day. This continues until the creature dies from Dexterity loss, recovers naturally by making successful saving throws after two consecutive long rests, or is cured with lesser restoration or comparable magic. After the disease ends, the victim recovers 1d3 lost Dexterity with each long rest; greater restoration or comparable magic can restore it all at once.

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