Rotting Wind
Large Undead Neutral Evil
- Armor Class: 15
- Hit Points: 110 (13d10 + 39)
- Speed: walk 60 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: Tome of Beasts 2023, page 311
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
20 (+5) |
16 (+3) |
12 (+1) |
10 (+0) |
10 (+0) |
- Skills:
- Damage Vulnerabilities: False
- Damage Immunities: necrotic, poison
- Damage Resistances: False
- Condition Immunities: charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 11
- Languages: ―
Special Abilities
- Air Form: The rotting wind can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
- Invisibility: The rotting wind is invisible.
- Poisonous Aura: The rotting wind radiates an aura of poison and decay that slowly pollutes the area within 30 feet of it. Each hour the rotting wind stays in a place, nonmagical plants in the aura begin to wither, and water in the aura becomes poisoned. Nonmagical plants in the aura for 24 hours die. A creature that drinks water poisoned by the aura must succeed on a DC 14 Constitution saving throw or contract the tomb rot disease (see the Tomb Rot trait). Creatures immune to the poisoned condition are immune to this disease.
- Tomb Rot: A creature infested with this disease manifests symptoms 1d4 days after infection, which include muscle weakness and rotten-smelling breath as its body rots from the inside out. Until the disease is cured, at the end of each long rest, the infected creature must succeed on a DC 14 Constitution saving throw or take 10 (3d6) necrotic damage and suffer one level of exhaustion. This exhaustion lasts until the creature finishes a long rest after the disease is cured. A creature that succeeds on two saving throws recovers from the disease.
- Undead Nature: The rotting wind doesn't require air, food, drink, or sleep.
Actions
- Multiattack: The rotting wind makes two Wind of Decay attacks. If both attacks hit one creature, the target must succeed on a DC 14 Constitution saving throw or contract the tomb rot disease (see the Tomb Rot trait).
- Wind of Decay: Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the rotting wind's space. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage.
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