Iron Scent. The tarnished terror can pinpoint, by scent, the location of ferrous metal within 30 feet of it. Rust Metal. Any magical or nonmagical weapon made of metal that hits the tarnished terror 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 tarnished terror is destroyed after dealing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d10+2 piercing damage. Antennae. The tarnished terror corrodes a magical or 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 must make a DC 14 Dexterity saving throw to avoid the tarnished terror's touch. If the object touched is either metal armor or a metal shield being worn or carried, it 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. The tarnished terror may use this ability up to four times in a single turn.
Generally found in the depths of mountain ranges and anywhere rust monsters can usually be found.