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Rust Monster 5e: What It Ruins, What It Can't Touch, and the 2024 Rules
A rust monster is a CR 1/2 Medium Monstrosity with AC 14, 27 hit points (33 in 2024) and a weak +3 bite. It barely threatens anyone's hit points. It threatens their gear: its antennae corrode nonmagical metal armor and weapons, a little at a time, until they fall apart. In the 2014 rules any nonmagical metal weapon that hits it also corrodes. The 2024 rust monster drops that trait, uses its antennae twice a turn plus once as a reaction when hit, and its damage can be undone with the Mending cantrip.
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Rust Monster Stat Block (2014)
The rust monster from SRD 5.1:
Rust Monster
Medium monstrosity, unaligned
Armor Class 14 (natural armor)
Hit Points 27 (5d8+5)
Speed 40 ft.
STR
13 (+1)
DEX
12 (+1)
CON
13 (+1)
INT
2 (β4)
WIS
13 (+1)
CHA
6 (β2)
Senses darkvision 60 ft., passive Perception 11
Languages β
Challenge 1/2 (XP 100; PB +2)
Traits
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.
Actions
Bite.Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) 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 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.
Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
The 2014 version has no Multiattack. Each turn it either bites or uses Antennae, never both. Its damage to equipment comes from two places:
β’Antennae (its action). It touches a nonmagical ferrous (iron or steel) object it can see within 5 feet. If someone is wearing or carrying it, that creature makes a DC 11 Dexterity save to avoid the touch. Armor or a shield that's touched takes a permanent, cumulative β1 to the AC it gives. A held weapon takes β1 to damage rolls. An unattended object loses a 1-foot cube outright.
β’Rust Metal (passive). Any nonmagical metal weapon that hits the rust monster takes a permanent, cumulative β1 to damage rolls after dealing its damage. No save. Nonmagical metal ammunition that hits it is destroyed after dealing damage.
The Rust Monster in the 2024 Rules
SRD 5.2.1 keeps CR 1/2 (100 XP), AC 14, the 40-foot speed and the +3 bite, and moves all the rusting into its actions.
Rust Monster
Medium Monstrosity, Unaligned
Armor Class 14
Initiative +1 (11)
Hit Points 33 (6d8 + 6)
Speed 40 ft.
STR
13 (+1)save +1
DEX
12 (+1)save +1
CON
13 (+1)save +1
INT
2 (β4)save β4
WIS
13 (+1)save +1
CHA
6 (β2)save β2
Senses Darkvision 60 ft.; Passive Perception 11
Languages None
Challenge 1/2 (XP 100; PB +2)
Traits
Iron Scent.The rust monster can pinpoint the location of ferrous metal within 30 feet of itself.
Actions
Multiattack.The rust monster makes one Bite attack and uses Antennae twice.
Antennae.The rust monster targets one nonmagical metal objectβarmor or a weaponβworn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the creature with the object. Failure: The object takes a β1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is destroyed if the penalty reduces its AC to 10, and a weapon is destroyed if its penalty reaches β5. The penalty can be removed by casting the Mending spell on the armor or weapon.
Destroy Metal.The rust monster touches a nonmagical metal object within 5 feet of itself that isnβt being worn or carried. The touch destroys a 1-foot Cube of the object.
Reactions
Reflexive Antennae.Trigger: An attack roll hits the rust monster. Response: The rust monster uses Antennae.
Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
2014 Rust Monster
2024 Rust Monster
HP
27 (5d8 + 5)
33 (6d8 + 6)
Actions per turn
Bite or Antennae
Bite + Antennae twice
Rust Metal (weapons that hit it corrode)
Yes, no save
Removed
Reaction
None
Reflexive Antennae: uses Antennae when an attack roll hits it
Antennae targets
Nonmagical ferrous metal objects
Nonmagical metal armor or weapons worn or carried
Weapon penalty
β1 to damage rolls
β1 to attack rolls
Unattended metal
Antennae destroys a 1-foot cube
Destroy Metal action does the same
Repair
Penalty is permanent
Mending removes the penalty
The 2024 version is harsher in combat and kinder afterward. It can make three Antennae attempts in a round (two from Multiattack, one as its reaction), and a weapon penalty now hits attack rolls instead of damage. But Rust Metal is gone, so a weapon that hits it is safe unless the reaction targets it. And one casting of Mending removes the penalty from a damaged item.
What a Rust Monster Can and Can't Ruin
The most common table argument about rust monsters is which items count. Here's what the stat blocks say.
Item
2014
2024
Chain mail, splint, plate, breastplate, other metal armor
Antennae: β1 AC per failed save, destroyed at AC 10
Same
Metal shield
Antennae: β1 per failed save, destroyed at +0
Shields are armor in 2024, so Antennae can target one; the text only gives a destruction point for body armor, so destroying it at +0 as in 2014 is a fair ruling
Swords, axes, maces, other metal weapons
Antennae (if held) and Rust Metal on every hit: β1 damage, destroyed at β5
Magic items (a +1 sword, Adamantine Armor, Mithral Armor)
Unaffected: every rule says "nonmagical"
Unaffected
How long gear lasts: chain mail (AC 16) is destroyed after 6 failed saves, plate (AC 18) after 8, a breastplate (AC 14) after 4. A 2014 shield (+2) survives two. Against a fighter in plate with Dexterity +0, each Antennae attempt succeeds half the time. A 2024 rust monster that uses all three attempts on that fighter takes about 1.5 points of AC per round.
Metal parts of nonmetal items (studs on studded leather, a spear's head) are the DM's call. Decide before the fight and say so.
How Rust Monsters Fight
A rust monster goes for the most metal. Iron Scent pinpoints ferrous metal within 30 feet, so it finds the fighter in plate even in the dark. With 40 feet of speed it reaches the front line on turn one.
2014. Use Antennae every turn on the target with the most armor or the biggest sword. The bite (+3 vs AC 18 hits 30% of the time, for 5 damage) is a waste of an action against a knight. Every time the fighter hits back with a steel sword, the sword loses 1 damage, and the loss compounds. A longsword averaging 7.5 deals 7.5, 6.5, 5.5 and 4.5 on its first four hits: 24 damage, not quite enough to kill a 27-HP rust monster. The fifth hit takes the sword to β5 and destroys it.
2024. Bite and use Antennae twice each turn, then wait for the reaction. Any attack roll that hits the rust monster lets it use Antennae again against an item worn or carried by a creature within 5 feet of it. That creature doesn't have to be the attacker.
Two or three rust monsters in a narrow corridor, each picking a different armored character, can turn a well-equipped party into a lightly armored one in three rounds.
Running a Rust Monster Encounter
A rust monster is 100 XP. For four characters with the 2024 XP budget (SRD 5.2.1): two rust monsters are a Low encounter at level 1 (200 XP), three are Moderate (300), and four are High (400). Under the 2014 Dungeon Master's Guide guidelines (used by our encounter calculator), two rust monsters are 300 adjusted XP, Hard for four level 1 characters.
At higher levels the XP math stops describing the threat. A single rust monster can't kill a level 6 party, but it can cost the fighter 3 points of AC for the rest of the dungeon. Use one as a complication: a rust monster wandering into a fight against hobgoblins, or a pair guarding a forge, and tell players up front if lost gear can be replaced in town.
How Players Beat Rust Monsters
β’Switch weapons. Clubs, quarterstaffs, greatclubs, unarmed strikes and spells don't care about rust. A 2014 rust monster has only 27 hit points and AC 14.
β’Use magic gear. Magic weapons and armor are immune. If someone has the Magic Weapon spell (a paladin or wizard, for example), a steel sword becomes a magic weapon for the next hour.
β’Shoot it from range in 2024. Reflexive Antennae only reaches creatures within 5 feet of the rust monster. An archer 30 feet away loses nothing. In 2014 every metal-tipped arrow that hits is destroyed, which is cheap.
β’Take the shield off. Doffing a shield takes an action. Body armor takes minutes, so the fighter in plate should stay back while others handle it.
β’Feed it. Its whole body is built around finding and destroying iron. As a DM call, a sack of iron spikes thrown away from the party can pull its attention for a round.
β’Keep Mending handy (2024). One casting removes the penalty from a damaged item. In 2014 the penalty is permanent and the text doesn't mention Mending, so allowing it is a house rule.
Rust Monster Encounter Ideas
The armory. A garrison has 40 sets of chain mail and no idea why they're rusting overnight. Someone is letting a rust monster into the storeroom through a drainage grate every night. The culprit is a quartermaster paid by bandits who plan to hit the fort when its soldiers have nothing to wear.
The pilgrim's corridor. A shrine at the end of a long tunnel is guarded by three rust monsters kept fed by the shrine's keepers. Pilgrims leave their metal at the entrance. The party can follow the custom, fight, or try to sneak through with a pack mule loaded with iron as a distraction.
The smith's request. A blacksmith offers 100 gp for a live rust monster in a wooden cage, to test a new alloy. Catching one alive without losing any gear is the challenge. A net, a wooden cage and a bag of iron filings will do it if the party plans.
Frequently Asked Questions
What CR is a rust monster in 5e?
A rust monster is CR 1/2 and worth 100 XP in both the 2014 and 2024 rules. It has AC 14 and 27 hit points (33 in 2024).
Can a rust monster destroy magic items?
No. Antennae, Rust Metal (2014) and Destroy Metal (2024) all affect only nonmagical metal. A +1 sword, Adamantine Armor or Mithral Armor is safe.
Can Mending fix armor damaged by a rust monster?
In the 2024 rules, yes: casting Mending on the armor or weapon removes the penalty. The 2014 stat block calls the penalty permanent and doesn't mention Mending. Neither edition lets Mending bring back an item that was destroyed.
What does a rust monster do to weapons?
In 2014, a nonmagical metal weapon that hits it, or that its Antennae touches, takes a permanent β1 to damage rolls, and it's destroyed at β5. Metal ammunition that hits it is destroyed. In 2024, only Antennae affects weapons: β1 to attack rolls per failed DC 11 Dexterity save, destroyed at β5.
Does a rust monster affect leather armor?
No. Its abilities target metal objects only, so leather, padded and hide armor, wooden shields and wooden weapons are unaffected. Loreify can record your session and keep track of the loot and losses, so nobody forgets whose shield got eaten: see the D&D note-taking app.
Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.
This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.