Half-Rust Monster (5e Race)

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Scales.png This page is of questionable balance. Reason: Too strong compared to standard first party races. There is no reason why this race should have 40 feet of movement. Their large Armor Class increase paired with their ability to corrode metals as a reaction is also too strong. Consider reducing the base Armor Class and reworking the rust effect to better suit a race.


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Half Rust Monster[edit]

"Those adventurers will pay stealing my treasure, and with these new creations those dwarfs will fear my wrath!" Aldrich the Mad before he was crushed by a bolder. Don't ask.

Physical Description[edit]

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.

History[edit]

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.

Society[edit]

Half Rust Monsters society is very primitive and is largely bassed on Thri-kreen society, they live off the land by foraging and they also dig up ore to feed of the raw metals. They get along very well with Thri-kreen and Wood Elves as their societies are very similar. Other races get along decently however often avoid them because they fear they might eat their metals. Dwarfs however do not get along at all due to their hatred of Rust Monsters.


Half Rust Monster Names[edit]

Like the Thri-kreen, Half Rust Monsters make no distinction between male and female names, and they do not use surnames.

Chak-tha, Drik-chkit, Kacht-ta, Kat’chka, Pak’cha, Pik-ik-cha, Ptekwe, Tak-tha, Tik-tik and Vrit-khitk

Half Rust Monster Traits[edit]

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 Constitution
Age. 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. Medium
Speed. 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 shield being 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.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5'′ 1"'' +2d6 inches 180 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)



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