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5ead/monsters/md/tome_of_beasts_2023/rottingwind-tob1-2023.md
2025-06-07 07:58:30 -05:00

2.5 KiB

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.