Large Monstrosity, Chaotic Neutral
Armor Class 17 natural
Hit Points 187 (60d4 + 3)
Speed 50 ft., climb ft. Acrid can leap over or onto tall things like a wall or a cliff, they must be a maximum of 30ft tall tho.
STR
18 (+4)
DEX
18 (+4)
CON
20 (+5)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +7, CON +8
Skills Acrobatics +6, Survival +6
Damage Resistances Acid
Damage Immunities Poison
Condition Immunities Grappled, Poisoned
Senses Darkvision 70ft, Passive Perception 12
Languages Acrid
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Multiattack: Acrid does three vicious wounds attack, or two vicious wounds attack and one ravenous bite or neurotoxin attack. Alternatively, acrid can do a caustic leap or epidemic attack and one vicious wounds attack. 

Poison: Acrid inflicts an alternate poison debuff in where the target is poisoned for 1d4 rounds, and at the end of their turn they take 1d6 poison damage until the poison expires. This poison counts as an illness, so paladins can cure this real good.

Relentless Endurance: Instead of dying when reaching 0 hitpoints, Acrid will be lowered to 1hit point instead. This can only happen once. 

Actions

Vicious Wounds: +7 to hit (melee attack 5ft reach) Mauls the target for 2d6+4 slashing damage, every third attack deals double the damage and heals acrid for half the amount of the damage dealt. 

Neurotoxin: +7 to hit, 30ft reach (3 rounds cooldown) Spits out toxic bile for 1d8 acid damage, if the target fails a constitution 15 check, they take an extra 1d8 poison damage and are poisoned. 

Ravenous Bite: +7 to hit 5ft reach melee (3 round cooldown) Bites a target for 2d8 piercing damage and heals for half the amount of the damage delivered, if the target fails a constitution 15 check, they take an extra 1d8 poison damage and are poisoned

Caustic Leap: (recharge 5-6) Acrid leaps to a target location within 35ft, all creatures in a 5ft radius of the landing location must succeed on a dex 15 save or be knocked prone and poisoned, and take 2d8 bludgeoning damage. On a successful save the target takes only half damage. 

Epidemic: (recharge 5-6)   Acrid spits out deadly bile onto a target within 30ft, the bile can then spread to two more targets within 10 ft of each other. Each target must succeed a con 15 saving throw or take 1d8 acid damage and be poisoned. Half damage on a successful save.

Bonus Actions

Acrid can leap away from danger without triggering any opportunity attacks. The distance of this leap is the same as the caustic leap attack. If there are any creatures on the landing zone, they must succeed a dex 15 save or be knocked prone. This however is not an attack, so mr DM make sure not to be silly and use this as an attack, try to be funny with the knocked prone thing. 

Description

Theoretically, the true contents of the cell were just a mess of atoms. The structure of the contents in each cell – living, weapon, whatever - was categorized, sequenced, and then turned to juice and cured into solid gems. An incredibly efficient and lossless format.

And yet when the cell containment broke – and emergency protocols re-sequenced that mess of atoms back into the creature known as Acrid – he already knew. Maybe he was somehow conscious, in his juice-gem state. Maybe they injected him with information. Maybe he was connected to their psionic network. Maybe he just made it up.

But he knew – that the strange crustaceans that scrambled his atoms and imprisoned him here, in a place unknown – were panicking. Something had gone wrong, in a world where variables were not allowed.

Something was leaking.

They may have finally imprisoned something that could not be contained.

Habitat: Swamp

moistoze

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