Kryx RPGThemesCreatures

Large Acid Elemental

Large elemental
Challenge
5

STR
1
DEX
5
CON
3
INT
−2
WIS
0
CHA
1

102
12d10+36
17
Fort
+4
Ref
+4
Will
+1
Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities acid, poison

Speed 10 m.
Skills Insight +0 (11), Perception +0 (11), Primal (Cha) +4 (15)
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 5 (1d10) 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 5 (1d10) acid damage and is burning 2.

Maneuvers. The large acid elemental uses maneuvers (maneuver save Difficulty 16). It has 7 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: blind, corrode armor, spring attack

Spellcasting. The large acid elemental uses Primal (Cha) to cast spells (spell save Difficulty 12, +4 to hit with spell attacks). It has 2 mana, a mana limit of 1, 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, 6th-level spellcaster): corrode

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

Actions (2)

Acidic Touch. Melee Weapon Attack: +8 to hit, reach 1 m. Hit: 12 (2d6 + 5) acid damage. If the target is a creature, it is burning 2.

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.