Large Undead, Neutral Evil
Armor Class 19
Hit Points 195 (17d12 + 85)
Speed 0 ft., fly 60 ft.
STR
6 (-2)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws DEX +8, CON +8, WIS +7, CHA +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Acid, Necrotic, Poison, Thunder
Senses Blindsight, Darkvision 60 ft., Passive Perception 21
Languages The languages it knew in life
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Immune to acid, poison, electricity and thunder damage.

Legendary Resistance (3/Day). If the acidwraith fails a saving throw, it can choose to succeed instead.

Incorporeal Movement. The acidwraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Corrupting Aura. All water within10 feet of an acidwraith is quickly converted into acid. In a large body of water, this merely surrounds the acidwraith with diluted acid that inflicts 1d6 points of acid damage per round to anything within the area. Creatures with the water subtype who are within 10 feet ofan acidwraith take 6d6 acid damage perr ound as their bodies are eaten away.Magic water (and non-water liquid such as blood and potions) is not affected by an acidwraith’s corrupting aura.

Acidic Body. (Anyone striking an acidwraith with a natural attack or unarmed strike takes 2d6 points of acid damage. Likewise, any weapon thats trikes an acidwraith takes 2d6 points of acid damage each time it hits

Regeneration. The acidwraith regains 20 hit points at the start of its turn if it has at least 1 hit point and is in ontact with a body of water at least as large as its space.

Liquid Dependency.  An acidwraith must remain in contact with a body of liquid at least as large as its space. Each round it is not in contact with liquid, it suffers 2d6 points of damage. An acid-wraith loses its regeneration when not in contact with a body of liquid.

 

Actions

Multiattack. The acidwraith can then makes five attacks: one with its bite and four with its tendrils.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 10) piercing damage plus 4 (1d8) acid damage.

Tendril Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) acid damage. Attack is vs target's armour class without any armour or natural armour bonus.

 

Acid Breath (Recharge 5–6). The acidwraith exhales acid in a 30-­foot cone. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. Additionally each creature must make a DC 18 Fortitude save to avoid taking 1d6 points of Strength damage. One minute later, these creatures must make a second DC 16 Fortitude save to avoid taking 2d6 points of Strength damage.

 

Legendary Actions

he acidwraith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The acidwraith regains spent legendary actions at the start of its turn.

Detect. The acidwraith makes a Wisdom (Perception) check.

Bite Attack. The dragon makes a bite attack.

Tendrils (Costs 2 Actions). The acidwraith attacks with all four tendrils Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) acid damage. Attack is vs target's armour class without any armour or natural armour bonus.

Lair and Lair Actions

An acidwraith’s lair is a dismal cave, grotto, or ruin that is at least partially flooded.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Pools of water that the acidwraith can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the acidwraith chooses within 120 feet of it. The cloud spreads around corners and remains until the acidwraith dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
  • Magical darkness spreads from a point the acidwraith chooses within 60 feet of it, filling a 15-foot-radius sphere until the acidwraith dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Regional Effects

The region containing an acidwraith's lair is warped by magic, which creates one or more of the following effects:

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
  • Fog lightly obscures the land within 6 miles of the lair.

Habitat: Underdark

Bouncyhead

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