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<title>Rotting Wind</title>
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<body>
<h1>Rotting Wind</h1>
<p><em>Large</em> <em>Undead</em> <em>Neutral Evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 15</li>
<li><strong>Hit Points:</strong> 110 (13d10 + 39)</li>
<li><strong>Speed:</strong> walk 60 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2023, page 311</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>14 (+2)</td>
<td>20 (+5)</td>
<td>16 (+3)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Vulnerabilities:</strong> False</li>
<li><strong>Damage Immunities:</strong> necrotic, poison</li>
<li><strong>Damage Resistances:</strong> False</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious</li>
<li><strong>Senses:</strong> blindsight 60 ft. (blind beyond this radius), passive Perception 11</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Air Form:</strong> 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.</li>
<li><strong>Invisibility:</strong> The rotting wind is invisible.</li>
<li><strong>Poisonous Aura:</strong> 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.</li>
<li><strong>Tomb Rot:</strong> 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.</li>
<li><strong>Undead Nature:</strong> The rotting wind doesn't require air, food, drink, or sleep.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> 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).</li>
<li><strong>Wind of Decay:</strong> 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.</li>
</ul>
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