Kryx RPGThemesCreatures

Huge Acid Elemental

Huge elemental
Challenge
9

STR
2
DEX
6
CON
4
INT
−1
WIS
1
CHA
2

157
15d12+60
19
Fort
+6
Ref
+6
Will
+3
Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities acid, poison

Speed 10 m.
Skills Insight +1 (12), Perception +1 (12), Primal (Cha) +6 (17)
Senses darkvision 10 m.
Languages Terran

Acid Form. The elemental can move through a space as narrow as 2 centimeters wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 1 meter of it takes 6 (1d12) acid damage. In addition, the elemental can enter a hostile creature’s space and stop there. Whenever a creature starts its turn in the same space as the elemental, that creature takes 6 (1d12) acid damage and is burning 3.

Maneuvers. The huge acid elemental uses maneuvers (maneuver save Difficulty 18). It has 12 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: blind, corrode armor, spring attack

Spellcasting. The huge acid elemental uses Primal (Cha) to cast spells (spell save Difficulty 14, +6 to hit with spell attacks). It has 4 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 11th-level spellcaster): corrode

1 mana: acid arrow, acidic spray, caustic burst, corrosive consumption, corrosive weapon, dissolve, eruptive pustule, protection from acid

2 mana: acid fog, acid rain, acidic pools, amorphous form, corrosive bane, corrosive form, vitriolic sphere

Actions (2)

Acidic Touch. Melee Weapon Attack: +10 to hit, reach 2 m. Hit: 19 (3d8 + 6) acid damage. If the target is a creature, it is burning 3.

Underdarkhomebrew

Maneuvers

As an action, you can make a weapon attack in an attempt to blind a creature by striking a sensitive area. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 2 additional stamina die so the creature is blinded for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, you can make a melee weapon attack with a weapon that deals acid damage in an attempt to corrode armor. Until the end of your next turn, including against the attack, the creature has a –2 penalty to Defense.

This has no effect on magical armor, creatures that are not wearing armor, or creatures without natural armor.

Enhance

You can expend 1 additional stamina die to increase the penalty by 2.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.