# Plague Spirit *Medium* *Fey* *unaligned* - **Armor Class:** 14 - **Hit Points:** 150 (20d8+60) - **Speed:** walk 40 ft. - **Challenge Rating:** 9 (5,000 XP) - **Source:** Tome of Beasts 2, page 296 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 10 (+0) | 18 (+4) | 17 (+3) | 2 (-4) | 18 (+4) | 16 (+3) | - **Saving Throws**: Dex +8, Wis +8 - **Skills:** - **Damage Immunities:** necrotic, poison - **Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical attacks - **Condition Immunities:** charmed, diseased, exhaustion, frightened, poisoned, unconscious - **Senses:** darkvision 120 ft., passive Perception 14 - **Languages:** — ### Special Abilities - **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. - **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. ### Actions - **Multiattack:** The plague spirit makes three attacks: one with its enfeebling touch and two with its censer. - **Censer:** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage. - **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. - **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.