THE SHARED REFERENCE Adventurer

Monster

Miasmorne

Outside your table’s allowed sources

Official reference · CoA · 2014

Creature type
Monstrosity
Size
Huge
Armor class
19 (natural armor)
Hit points
230 (20d12 + 100)
Speed
Walk 20 ft., Burrow 20 ft.
Challenge rating
16
Alignment
Unaligned
Strength
22
Dexterity
10
Constitution
21
Intelligence
3
Wisdom
10
Charisma
10
Passive Perception
10
Saving Throws
str: +11; con: +10
Skills
arcana: +1; athletics: +16; survival: +5
Senses
tremorsense 60 ft.
Immunities
acid, fire, immune: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Condition Immunities
petrified

Traits

Acidic Attacks

If a creature takes acid damage from the miasmorne and that creature is wearing nonmagical metal armor, that armor is destroyed.

Acidic Hide

After a nonmagical metal weapon hits the miasmorne that weapon melts and is destroyed. Likewise, nonmagical metal ammunition that hits the miasmorne is destroyed.

Actions

Multiattack

The miasmorne makes three attacks using Bite, Flechette or a combination of the two.

Bite

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 7 (2d6) acid damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 18). The miasmorne can't make Bite attacks while a creature is grappled in this way.

Flechette

Ranged Weapon Attack: +11 to hit, range 60/120 ft., one target. Hit: 16 (3d6 + 6) acid damage.

Flechette Spray (Recharge 5–6)

The miasmorne launches flechettes from its fins in a 90-foot cone in front of it. All creatures in the cone must make a DC 19 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one.

Acidic Secretion (1/Day)

The miasmorne secretes an acidic solution, then sprays it around itself. All creatures in a 20-foot-radius sphere, centered on the miasmorne, must make a DC 19 Dexterity saving throw. Targets take 26 (4d12) acid damage on a failed save, or half as much damage on a successful one. All nonmagical metals within the radius that aren't being carried, as well as nonmagical metal items carried or worn by creatures that failed the save, are destroyed.

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