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View Full Version : D&D 5e/Next Elemental Husk



sleepyhead
2020-12-29, 11:39 PM
Got tried after the first one, goal was one for each magic damage type. Also no idea for the CRs of these things.

When a corpse is exposed to a great amount of primal magic, the magic begins to fill the void of the soul creating mindless husks of living magic.


Acid Husk


Armor Class 8
Hit Points22
Speed 20 ft.




STR
DEX
CON
INT
WIS
CHA


13 (+1)
6 (-2)
16 (+3)
3 (-4)
6 (-2)
5 (-3)



Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can’t speak
CR ?

Corrosive Form.A creature that touches the acid husk or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the husk corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage.

Death Burst. When the acid husk dies, it explodes in a burst of acid. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. Any nonmagical weapons and armor made of metal or wood that is equipped corrodes. After dealing damage, the weapons takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the gear is destroyed. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

ACTIONS
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Acid Vomit. The husk vomits acid in an 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The vomit can eat through 2-inch-thick, nonmagical wood or metal in 1 round.