Large Elemental, Neutral Evil
Armor Class 15 Natural Armor Class
Hit Points 59 (9d10 + 12)
Speed 60 ft.
STR
18 (+4)
DEX
17 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws DEX +5
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid
Senses Blindsight 30', Passive Perception 11
Languages Aquan Understands but can't speak.
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Invisible in Acid. The Acid Weird is [condition]invisible[condition] when fully immersed in acid. 

 

 

Actions

Action Name. Enter the description for your action.

Acid Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 18 (4d6 + 4) [acid] damage. 

Acid Spit. RangedWeapon Attack: +6 to hit, range 40/60 ft., 1 target. Hit: 18 (4d6 + 4) [acid] damage. Plus any creature within 5' of the target takes half [acid[ damage.

Acidic Splash (Recharge 4–6). Each creature within 10' of the Acid Weird make a DC 15 Dexterity saving throw. On a failure, a target takes 20 (3d6 + 4) acid damage. On a successful save, the target(s) take half damage.

Reactions

Reaction Name. Any creature hitting the Acid Weird with unarmed or natural melee attacks suffers 10 (2d6 + 4) [acid] damage. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Acid Weirds were Water Weirds that lived in pools of waters that were corrupted by creatures such as black dragons or corrupted elementals, twisting the Water Weird into an Acid Weird. Aside from making it more acidic in nature, the corruption has also pushed the alignment of the neutral elemental into a more evil creature. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: SwampUnderdark

Ntharotep

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