Large Acid ElementalLarge elemental
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 starts chemically burning; until someone uses an action to stop the burning, the creature takes 5 (1d10) acid damage at the start of each of its turns.
Maneuvers. The large acid elemental uses maneuvers (maneuver save DC 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:
Spellcasting. The large acid elemental’s spellcasting ability is Charisma (spell save DC 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
Acidic Touch. Melee Weapon Attack: +8 to hit, reach 1 m. Hit: 12 (2d6 + 5) acid damage. If the target is a creature it starts chemically burning. Until a creature uses an action to stop the burning, the target takes 5 (1d10) acid damage at the start of each of its turns.
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.
You can increase the damage for each additional stamina die expended. This augment also causes the creature to be blinded for 1 minute/stamina die. At the end of each of its turns, a blinded creature can repeat the saving throw, 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.
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).
You can increase the damage for each additional stamina die expended.