Large Elemental, Neutral
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 50 ft.
STR
18 (+4)
DEX
16 (+3)
CON
20 (+5)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Senses Darkvision 60 ft., Tremorsense 20 ft., Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Acid Form. The acid spawn can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Gain Form. If the acid spawn takes acid damage, it heals the about that it would have taken

Actions

Multiattack. The acid spawn makes two claw attacks.

Claw Slash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4): acid damage.

Pseudopod. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 10 (3d6) acid damage.

Whelm(Recharge 4–6). Each creature in the acid spawn's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) acid damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the acid spawn's space.

The acid spawn can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the acid spawn's turns, each target grappled by it takes 13 (2d8 + 4) acid damage. A creature within 5 feet of the acid spawn can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.

Reactions

Parry. The acid spawn adds 2 to its AC against one melee attack that would hit it. To do so, the acid spawn must see the attacker and have attacked with their claws on their last turn.

Habitat: SwampUnderdark

TreeBranch108

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