Medium Monstrosity, Chaotic Evil
AC 16 (Natural Armor)    Initiative +3 (13)
HP 45 (6d8 + 18)
Speed 40 ft., Climb 30 ft.
Mod Save
STR 16 +3 +3
DEX 16 +3 +5
CON 16 +3 +5
Mod Save
INT 2 −4 −4
WIS 12 +1 +1
CHA 6 −2 −2
Skills Perception +3, Stealth +5
Resistances Acid, Poison
Immunities Poisoned
Senses Darkvision 60 ft.; Passive Perception 12
Languages Abyssal understands but cannot speak it
CR 2 (XP 450, or 100 in lair; PB +2)
Traits
Corrosive Hide. Any creature that hits the Acid Beast with a melee attack while within 5 feet takes 3 (1d6) acid damage.
Acid Blood. When the Acid Beast takes piercing or slashing damage, each creature within 5 feet must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) acid damage.
Spider Climb. The Acid Beast can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Keen Smell. The Acid Beast has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The Acid Beast makes two attacks: one with its Bite and one with Acid Spit.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage plus 3 (1d6) acid damage.
Acid Spit (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 14 (4d6) acid damage. Target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.
Bonus Actions
Corrosive Spray (Recharge 6). The Acid Beast releases a 15-foot cone of acid. Each creature in the area must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much on a successful one.
Reactions
Acid Splash. When reduced below half hit points, the Acid Beast can use its reaction to release a burst of acid in a 5-foot radius. All creatures in the area must make a DC 13 Dexterity saving throw or take 7 (2d6) acid damage.

Description

Acid Beasts are grotesque, mutated monstrosities that slither and shamble through the corrupted landscapes of Sanctuary, especially near the ruins and festering swamps. Their bodies are bulbous, covered in thick, greenish skin pocked with oozing boils and acid-secreting glands. Their gait is a low, predatory crawl, supported by stocky, splayed limbs ending in webbed, clawed feet. The Acid Beast’s head is broad and reptilian, with multiple small red eyes and a dripping maw filled with needle-like teeth. Most horrifying is the massive sac that bulges from its throat and chest, pulsing with noxious green liquid. When threatened, the Acid Beast can spew this corrosive acid in a virulent spray, capable of melting flesh and armor alike.

Lair and Lair Actions

The lair of an Acid Beast is a stinking, fetid cave or underground chamber, its walls slick with corrosive slime and littered with the bones of prey. Puddles of acid bubble on the floor, and the air is thick with toxic fumes. Plant life near the lair is twisted and dying, and the very stone is pocked and scarred by acid.

Lair Actions (Initiative 20, losing ties):

  1. Acidic Spray: The lair emits a cloud of acid in a 20-foot radius. All creatures must succeed on a DC 13 Dexterity save or take 7 (2d6) acid damage.
  2. Corrosive Pool: A patch of ground becomes covered in acid for 1 round. Any creature entering or ending its turn there takes 7 (2d6) acid damage.
  3. Toxic Fumes: The air briefly thickens. All non-Acid Beasts must succeed on a DC 13 Constitution saving throw or become poisoned until the end of their next turn.

Regional Effects

  • Water sources within 1 mile become mildly acidic (undrinkable).
  • Plants within 500 feet of the lair are wilted and dying.
  • Small beasts and vermin appear mutated or diseased.
Bardock_The_Bear