Large Acid Elemental
Large elemental- Challenge
- STR
- 1
- DEX
- 5
- CON
- 3
- INT
- −2
- WIS
- 0
- CHA
- 1
- Fort
- +4
- Ref
- +4
- Will
- +1
Acid Form. The large acid elemental can move through a space as narrow as 2 centimeters wide without squeezing. A creature that touches the elemental or hits it or misses it by 4 or less with a melee attack while within 1 meter of it takes 7 (2d6) 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 7 (2d6) acid damage.
Maneuvers. The large acid elemental uses maneuvers (maneuver save Difficulty 16). It has 5 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 when it finishes a short rest. It knows the following maneuvers:
1 stamina die: blind, spring attack
Spellcasting. The large acid elemental uses Primal (cha) to cast spells (spell save Difficulty 12, +3 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): acid splash
1 mana: acid arrow, acidic spray, caustic burst, corrosive consumption, corrosive strike, corrosive weapon, dissolve, eruptive pustule, protection from acid
Actions (2)
Maneuvers
As an action, make a weapon attack as you strike a sensitive area.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
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 use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
Spells
As an action, a glob of acid appears in your hand. You can engulf your hand as you touch a creature or hurl the glob.
If you engulf your hand, make a melee spell attack against a creature you touch. If you hurl the glob, make a ranged spell attack against a creature within 5 meters.
On a hit, it takes 1d4 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.
On a critical hit, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.
On a miss by 4 or less, it takes half as much damage.
If the target dies from the initial damage, the acid can splash to another target within 1 meter of the original target, dealing the additional damage to it.
At higher levels
This spell’s damage increases by 1d4 when you reach 9th level (2d4) and 17th level (3d4).
As an action, a shimmering green arrow streaks toward an object or creature within 20 meters and bursts in a spray of acid. Make a ranged spell attack against the target.
On a hit, it takes 3d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.
On a critical hit, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.
On a miss by 4 or less, it takes half as much damage.
Augment
You can increase the damage by 4d6 for each additional mana expended.
As an action, a green corrosive mist shoots forth from your outstretched hands. Each creature in a cone or line must make a Fortitude saving throw.
On a failure, it takes 2d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.
On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
A creature killed by this spell is affected by rigor mortis.
Augment
You can increase the damage by 1d8 for each additional mana expended.
As an action, corrosive acid bursts out from you. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.
On a failure, it takes 2d10 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.
On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 1d10 for each additional mana expended.
Caustic Corruption. You can expend 1 additional mana so the acid around you is continuous. The duration changes to 1 minute/mana, concentration and the acid spread out from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.
Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 1d10 and additional augments to the damage increase the damage by 1d10 for every two additional mana expended, instead of the normal increase.
concentration, 1 minute/mana
As an action, corrosive acid eats away at a creature that you can touch or see within 10 meters. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.
On a failure, it takes 4d6 acid damage and its armor or natural armor is corroded 1 until the end of its next turn.
On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of its next turn.
On a success, it takes half as much damage and and the effect ends.
On a critical success, it takes no damage and the effect ends.
Augment
You can increase the damage by 4d6 for each additional mana expended.
As an action, make a weapon attack.
On a hit, add 1d10 + your spellcasting ability acid damage to the attack’s damage roll and the target takes additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Augment
You can increase the damage by 2d10 for each additional mana expended.
concentration, 5 minutes/mana
As an action, a weapon you touch seeps acid. For the duration, the weapon deals an extra 1d4 acid damage.
Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.
Augment
You can increase the damage by 1d4 for each additional mana expended.
You can expend 1 additional mana to cause an additional weapon you touch to seep acid.
As an action, corrosive acid shoots from your outstretched hand to a target that you can touch or see within 10 meters. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.
The creature must make a Fortitude saving throw.
On a failure, it takes 4d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.
On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
This spell automatically dissolves a Tiny or smaller nonmagical object or a creation of magical force. If the target is a Small or larger object or creation of force, this spell dissolves a 75-centimeter radius sphere portion of it. A magic item is unaffected by this spell.
Augment
You can increase the damage by 4d6 for each additional mana expended.
At 2 mana, this spell automatically dissolves a Small or smaller nonmagical object or a creation of magical force. If the target is a Medium or larger object or creation of force, this spell dissolves a 1-meter radius sphere portion of it.
At 3 mana:
- if the damage leaves the creature with 0 health, the creature and everything it is wearing and carrying, except magic items, are dissolved to a puddle of ooze. The creature can be restored to life only by means of a resurrection spell, a miracle spell, or a wish spell.
- this spell automatically disintegrates a Medium or smaller nonmagical object or a creation of magical force. If the target is a Large or larger object or creation of force, this spell disintegrates a 1-meter radius sphere portion of it.
At 4 mana, this spell automatically dissolves a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell dissolves a 2-meter radius sphere portion of it.
At 5 or more mana, this spell automatically dissolves a Huge or smaller nonmagical object or a creation of magical force. If the target is a Gargantuan or larger object or creation of force, this spell dissolves a 3-meter radius sphere portion of it.
As a reaction, which you use when you are hit by an attack or missed by 4 or less, your skin erupts in a swollen, pus-filled bump that bursts open, shooting acid. If the creature who damaged you is within 10 meters, it must make a Fortitude saving throw.
On a failure, it takes 2d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.
On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 2d8 for each additional mana expended.
1 hour/mana
As an action, you have resistance to acid damage for the duration.
Augment
You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
Immunity. You can expend 2 additional mana so you are immune to acid damage.
Dampen Acid
As a reaction, which you use when you take acid damage, you gain resistance to acid damage until the start of your next turn.
Augment
You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters takes acid damage. The creature gains the resistance instead.