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Returning 35 results for 'monsters shadow with only acid for for level'.
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monster shadows with only acid for for level
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monsters shadowy with only acid for for level
monster shades with only acid for for level
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of Spellcasting to cast Melf's Acid Arrow (level 4 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit
":"1d20+13", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Fear, Melf's Acid Arrow (level 4 version) 1/Day Each: Create Undead, Speak with Dead
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of Spellcasting to cast Melf's Acid Arrow (level 3 version).
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit
", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Fear, Melf's Acid Arrow (level 3 version)
1/Day Each: Speak with Dead, Vitriolic
Monsters
Monster Manual
use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft
":"Rend", "rollDamageType":"Acid"} Acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 18, each creature in an
Spells
Player’s Handbook
damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.
Using a Higher-Level Spell Slot. The damage (both initial and later) increases by 1d4 for each spell slot level above 2.
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid
Monsters
Monster Manual
use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft
":"Rend", "rollDamageType":"Acid"} Acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 22, each creature in an
Spells
Player’s Handbook
a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.
Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4.
You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On
Spells
Player’s Handbook
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic
creature or a different one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Spells
Player’s Handbook
You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone
Adamantine or mithral
1 minute
Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5.
Spells
Player’s Handbook
damage from otherworldly tentacles.
Using a Higher-Level Spell Slot. The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.
within it have the Blinded condition.
Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid
Spells
Player’s Handbook
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls
and deals an extra 1d4 damage of the chosen type when it hits.
Using a Higher-Level Spell Slot. If you use a level 5–6 spell slot, the bonus to attack rolls increases to +2, and the extra damage
Spells
Player’s Handbook
You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes
a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place
vampire takes 20 Acid damage if it ends its turn in running water.Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the
Spells
Player’s Handbook
You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a
attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot.
Using a Higher-Level Spell Slot. The damage
Spells
Player’s Handbook
in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).
In addition, the ground in the Emanation is Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Magic Items
Dungeon Master’s Guide
special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The
spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell
Spells
Player’s Handbook
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
spell’s level in the stat block.
Draconic Spirit
Large Dragon, Neutral
AC 14 + the spell’s level
HP 50 + 10 for each spell level above 5
Speed 30 ft., Fly 60 ft., Swim 30 ft
Spells
Player’s Handbook
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
spell’s level in the stat block.
Elemental Spirit
Medium Elemental, Neutral
AC 11 + the spell’s level
HP 50 + 10 for each spell level above 4
Speed 40 ft.; Burrow 40 ft. (Earth only
Spells
Player’s Handbook
creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM
might deem a modified memory too nonsensical to affect a creature.
A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.
Using a Higher-Level
Spells
Player’s Handbook
glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting
Spells
Player’s Handbook
through this layer, which is destroyed if it takes at least 25 Cold damage.
2
Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged
Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
5
Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much
Monsters
Mordenkainen Presents: Monsters of the Multiverse
monsters, both to conceal their identities and to strike fear into their foes.
An iron shadow is usually recruited from the ranks of the Feywild’s hobgoblin armies or from among the hobgoblins who
Strike or a Dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.
Unarmed Strike. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
Monsters
Waterdeep: Dragon Heist
Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with
spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level
Monsters
Dragonlance: Shadow of the Dragon Queen
Death Throes. When the draconian is reduced to 0 hit points, it dissolves into acid that splashes on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12 Dexterity
saving throw or be covered in acid for 1 minute. A creature covered in the acid takes 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Death Throes", "rollDamageType":"acid"} acid
Monsters
Dragonlance: Shadow of the Dragon Queen
die, kapaks dissolve into acid that can splash onto nearby creatures.
Draconians
Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped
Death Throes. When the draconian is reduced to 0 hit points, it dissolves into acid that splashes on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12 Dexterity
Monsters
Icewind Dale: Rime of the Frostmaiden
":"acid"} acid damage.
Spit Acid (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Spit Acid"}. The mimic spits acid at one creature it can see within 30 feet of it. The target
must make a DC 14 Dexterity saving throw, taking 32 (9d6 + 1);{"diceNotation":"9d6+1","rollType":"damage","rollAction":"Spit Acid","rollDamageType":"acid"} acid damage on failed save, or half as much
Monsters
Fizban's Treasury of Dragons
dissolve into pools of acid.
On the world of Krynn, draconian infiltrators formed from copper dragon eggs are called kapak draconians.
Draconians
Draconians are bipedal monsters born from dragon eggs
Death Throes. When the draconian is reduced to 0 hit points, it turns into a puddle of acid and splashes acid on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12
Monsters
Tales from the Yawning Portal
spells prepared:
Cantrips (at will): acid splash, friends, mage hand, poison spray
1st level (4 slots): charm person, detect magic, magic missile, ray of sickness
2nd level (3 slots): detect thoughts
, Melf's acid arrow, suggestion
3rd level (3 slots): fear, slow, stinking cloud
4th level (3 slots): confusion, Evard's black tentacles
5th level (1 slot): cloudkill
Spider Climb. The Ooze Master can
Monsters
Fizban's Treasury of Dragons
. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Greatclub", "rollDamageType":"bludgeoning"} bludgeoning damage.
Acid Retch (Recharge 5–6);{"diceNotation":"1d6
", "rollType":"recharge", "rollAction":"Acid Retch"}. The grafter retches forth a spray of acidic bile in a 30-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6
Monsters
Princes of the Apocalypse
Presence for the next 24 hours.
Shadow Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Shadow Breath"}. The dragon exhales acid in a 60-foot line that is 5 feet wide
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in dim light or darkness
Monsters
Icewind Dale: Rime of the Frostmaiden
Spellcasting. Mjenir is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell
attacks). He has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3
Monsters
Fizban's Treasury of Dragons
"} to hit, range 60 ft., one target. Hit: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Acidic Spit", "rollDamageType":"acid"} acid damage.
Acid Belch (Recharge 5–6);{"diceNotation
":"1d6", "rollType":"recharge", "rollAction":"Acid Belch"}. The abomination belches forth a cloud of acidic gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw
Monsters
Icewind Dale: Rime of the Frostmaiden
spell attacks). He has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (4 slots): detect magic, disguise self, magic missile
"} acid damage.
Magic Missile (1st-Level Spell; Requires a Spell Slot). Dzaan creates three darts of magical force. Each dart unerringly strikes one creature Dzaan can see within 120 feet of it, dealing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
target, the claw can attack only that target.
Shadow Jump (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Shadow Jump"}. If the boneclaw is in dim light or darkness, each
creature of the boneclaw’s choice within 15 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2);{"diceNotation":"5d12+2", "rollType":"damage", "rollAction":"Shadow
Monsters
The Book of Many Things
Ruinous Acid. Any nonmagical weapon that hits the spider corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5
", "rollDamageType":"piercing"} piercing damage and 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Ruinous Bite", "rollDamageType":"acid"} acid damage. In addition, if the target is a
Monsters
Mythic Odysseys of Theros
","rollDamageType":"acid"} acid damage.
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws
their own. Often, they steal lairs from other monsters in prolonged, devastating battles.
Vicious Growth. Soon after a hydra claims a territory, it typically buries itself, entering a period of






