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Rotter - AI-generated fantasy Monster

Rotter

The first rotters were created by necromancers who wanted obedient siege weapons that could dissolve doors, armor, and fortifications. Their dark purple crystals provide movement and energy while also restricting their minds. A rotter follows only the orders of the necromancer who created it, making the death or capture of that creator the key to controlling the creature.

MediumUndead(Constructed undead)CR Challenge 3, medium difficultyNeutral evil

Rotter

undeadconstructedartilleryacidnecromancyboss minionranged threat
HP52AC+5SPD30 ft.CR15Perception
STR
12
DEX
14
CON
15
save
INT
4
WIS
12
save
CHA
6
Constructed Undead. The rotter does not need to eat, drink, breathe, or sleep.
Acid-Born. The rotter is immune to damage from its own acid and to acid damage from other sources.
Creator-Bound. The rotter can obey only the necromancer who created it. It understands that creator's orders perfectly but cannot be persuaded, intimidated, or magically compelled by another creature unless the effect directly controls undead.
Dark Purple Core. The rotter's dark purple crystal is implanted in its brain. If the crystal is reduced to 0 hit points, the rotter dies immediately. The crystal has AC 15, 10 hit points, and immunity to acid, poison, and psychic damage. The crystal cannot be targeted unless a creature can reach the rotter's skull or an attack specifically targets an exposed object.
Acidic Miasma. The rotter constantly emits acidic vapor in a 5-foot radius. This area is lightly obscured. A creature that starts its turn within the aura must attempt the saving throw listed in Acidic Miasma.
Multiattack. The rotter makes one Corrosive Hand attack and one Acid Glob attack.
Corrosive Hand. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () bludgeoning damage plus 4 () acid damage. The target must succeed on a Dexterity saving throw or its armor, clothing, or exposed equipment is splashed with acid. Until the acid is removed with water or oil, the creature takes 7 () acid damage at the start of each of its turns. Removing the acid requires an action by the affected creature or another creature within reach.
Acid Glob. Ranged Weapon Attack: to hit, range 60/180 ft., one target. Hit: 10 () acid damage. If the target is an object or structure, the attack deals double damage and ignores resistance to acid damage.
Acid Rain. The rotter launches a burst of stomach acid at a point it can see within 90 feet. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 14 () acid damage on a failed save, or half as much damage on a successful one. A creature that fails also has acid clinging to it and takes 7 () acid damage at the start of each of its turns until the acid is removed with water or oil. Removing the acid requires an action. The rotter cannot use Acid Rain again until it recharges on a roll of 5 or 6 at the start of its turn.
Acidic Miasma. The rotter releases a choking cloud of acidic vapor. Each creature that starts its turn within 5 feet of the rotter must succeed on a Constitution saving throw or take 3 () acid damage and have disadvantage on its next weapon attack before the end of its turn.
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