Small Monstrosity, Unaligned
Armor Class 13 Natural
Hit Points 26 (4d10 + 4)
Speed 20 ft., climb 20 ft.
STR
14 (+2)
DEX
18 (+4)
CON
12 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
4 (-3)
Damage Resistances Acid, Poison
Senses Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Acrid Curse. The Acrid is a twisted abomination made by failed transmutation magic. It is immune to shape change effects such as the polymorph spell.

 
Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one.

Wretched Bile. Range Attack: +3 Range: 30/60 One creature 5 (1d8) Acid damage

Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

 

Description

The Acrid is a humanoid twisted by dark magic into a horrific spider-like form. Dreadspawn are much smaller and seem to be spiderling, but its is still unknown if Acrids can breed and create spawn outside of magical means. Dreadspawn are not dangerous on their own, but in swarms they can quickly overrun any adventurer that wanders into their nest.

LordVaskin

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