36 lines
2.2 KiB
Markdown
36 lines
2.2 KiB
Markdown
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# Plague Spirit
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*Medium* *Fey* *unaligned*
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- **Armor Class:** 14
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- **Hit Points:** 150 (20d8+60)
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- **Speed:** walk 40 ft.
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- **Challenge Rating:** 9 (5,000 XP)
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- **Source:** Tome of Beasts 2, page 296
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 10 (+0) | 18 (+4) | 17 (+3) | 2 (-4) | 18 (+4) | 16 (+3) |
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- **Saving Throws**: Dex +8, Wis +8
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- **Skills:**
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- **Damage Immunities:** necrotic, poison
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- **Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical attacks
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- **Condition Immunities:** charmed, diseased, exhaustion, frightened, poisoned, unconscious
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- **Senses:** darkvision 120 ft., passive Perception 14
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- **Languages:** —
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### Special Abilities
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- **Decrepit Mist:** A cloud of green mist with a diameter of 1 mile and height of 60 feet is centered on the spirit. For each day a creature spends in the mist, it must succeed on a DC 16 Constitution saving throw or increase in age by 5 percent of its total life span. The mist has no effect on undead or constructs.
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- **Hunter of the Living:** The plague spirit can magically sense the general direction of the largest concentration of living flora and fauna within 50 miles of it.
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### Actions
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- **Multiattack:** The plague spirit makes three attacks: one with its enfeebling touch and two with its censer.
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- **Censer:** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.
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- **Enfeebling Touch:** Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage, and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
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- **Dance of Death (Recharge 5-6):** The plague spirit dances and twirls its censer. Each creature within 20 feet of the plague spirit that can see it must make a DC 16 Constitution saving throw. On a failure, a creature takes 28 (8d6) necrotic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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