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Rotting Wind

Size
Large
Type
Undead
Challenge Rating
6
Source
Tome of Beasts
Alignment
Neutral-Evil
Armor Class
15
Speeds
0, fly 60
Walking Speed
0
Flying Speed
60
Strength Score
14
Dexterity Score
20
Constitution Score
15
Intelligence Score
7
Wisdom Score
12
Charisma Score
10
Vision
Blindsight (60ft)
Languages Ref
-
Hit Points
82
Condition Immunities
Charmed, Exhaustion 1, Grappled, Frightened, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Resistances
Resistant to Non-Magical Damage, Immune to Necrotic Damage, Immune to Poison Damage

Large undead, neutral evil


Armor Class 15

Hit Points 82 (11d10+22)

Speed 0 ft., fly 60 ft. (hover)


STR
14 (+2)
DEX
20 (+5)
CON
15 (+2)
INT
7 (−2)
WIS
12 (+1)
CHA
10 (+0)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses blindsight 60 ft. (blind beyond this), passive Perception 10

Languages -

Challenge 6 (2,300 XP)

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.

Befouling Presence. All normal plant life and liquid in the same space as a rotting wind at the end of the wind's turn is blighted and cursed. Normal vegetation dies in 1d4 days, while plant creatures take double damage from the wind of decay action. Unattended liquids become noxious and undrinkable.

Invisibility. The rotting wind is invisible as per a greater invisibility spell.

Actions

Wind of Decay. Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic.

Description

A rotting wind brings a chilling gust to the air, turning nearby foliage to rot and raising a sense of dread in all creatures in its path.
Air of Tombs. A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within lost tombs and grand necropoli.
Scouts for Undead Armies. A rotting wind carries the foul stench of death upon it, sometimes flying before undead armies and tomb legions or circling around long-extinct cities and civilizations.
Withering Crops. Rotting winds sometimes drift mindlessly across a moor or desert, blighting all life they find and leaving only famine and death in their wake. This is especially dangerous when they drift across fields full of crops; they can destroy an entire harvest in minutes.
Undead Nature. A rotting wind doesn’t require air, food, drink, or sleep.

Stat block from Tome of Beasts (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur. It is not Geminaea material. See Legal.