Aspect of pestilence
medium elemental, Chaotic Evil
- Armor Class 14 (natural armor)
- Hit Points 77 (14d8+14)
- Speed 30ft., fly 30 ft. (hover).
STR DEX CON INT WIS CHA 6 (-2) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 17 (+3)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities Acid, Poison
- Condition Immunities exhaustion, paralyzed, petrified, poisoned, restrained, unconscious
- Senses Darkvision 60ft, passive Perception 10
- Languages Primordial
- Challenge 5 (1,800 XP)
Antitoxin Vulnerabilities. Spells and effects that cure diseases deals damage to the aspect instead; dealing 2d6 radiant damage plus 1d6 damage per spell level or item rarity.
Poisonous Mist Form. The aspect can move through a space as narrow as 1in wide without squeezing. Additionally, the aspect can enter a hostile creature’s space and stop there. A creature that starts its turn in the aspect’s space must make a DC 14 Con Save. Failure: The creature takes poison damage, if it fails by 5 or more it contracts the flesh-eating disease*
Agonizing Poison. Creatures within 60 feet of the aspect that are poisoned also have disadvantage on saving throws
Immutable Form. The Aspect is immune to any spell or effect that would alter its form.
Innate Spellcasting. The aspect's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
- At will: Poison Spray, Infestation, Acid Splash
- 3/day each: Ray of sickness, Fog Cloud, Tasha's Caustic Brew
Actions
Toxic Touch. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 15 (2d10+4) poison damage.
Pestilent Cloud (Recharge 5–6). The aspect sprays a cloud of disease in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. Failure: the target 11 (2d10) poison damage and 11 (2d10) acid damage, it it fails by 5 or more it contracts the flesh-eating disease*. Success: The target takes half damage.
Reactions
Reform (2/Per Long Rest). When the aspect takes damage, it can move up half its speed without provoking opportunity attacks
Description
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An emerald cloud seeps out of a crack in the wall, bringing beasts and mens alike to their knees .
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Pestilence Like a regular elemental it seek to course through its "element" and to do so it spread diseases and pestilence on its way. Its presence is always announced by a rolling front of sickly, green mist that can spans several miles, forewarning a massive loss of life.
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Aspects Aspect are also known as false or demi-elemental, they manifests as a physical shape only in one of two cases. The first is when a certain concept fill the minds of enough mortals a physical form of said concept is born nearby, and the later is to conjure and bind such a creature with magic.
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Elemental Nature. An elemental doesn't require air, food, drink, or sleep.
Tactics
Monster turn
Beginning of the turn
- If Pestilent Cloud unavailable → roll to recharge
Targeting Priorities
- Enemy that is Poisoned
- Enemy with the least constitution
- Enemy outside its space
Movement
- If target is not poisoned
∟ Move to target space - If target is poisoned
∟ Move out of reach of target
Action
- If Pestilent Cloud available and two or more target → Pestilent Cloud
- Cast a spell
└ If target in melee reach: Toxic Touch
Player turn
Player Attack
- If Reform available and HP < HP/2 → Reform
Flesh melting disease
Sometimes called Loose-skin or green rot, is an affliction whose origin is unsure, some of the most popular theories include a hag's curse that got out of control, an alchemist trying to alter it appearance permanently and a divine retribution from a forgotten god.
Symptoms
After a day of infection the infected may notice some rashes or irritation, after a few days the infected will start to lose patches of skin and even later it flesh will fall off its bones.
Effects
A creature afflicted with green rot slowly but steadily dies, after a long rest a creature with green rot must make a Constitution save = 10 + number of days since infection.
- Failure: The creature lose 1 + number of failed save since infection Max HP.
- Success: The creature loses 1 Max HP.
These effects stack and last until the disease is cured.
Item
Plague cape
Wondrous Item, Uncommon (optional attunement)
A pair of seemingly rusted pauldrons capable of leaking toxic clouds on command
The DC of your spells and effect that deals acid or poison damage is increased by 1 (included in the Green Mist trait).
Optional Attunement You can choose to attune or not to this magic item. While attuned it gains the Green Mist property.
This item has 5 charges and recharge 1d4+1 daily at dawn.
Green Mist You can expend 1 or more charge to cast one of the following spells at first level (save DC 14): Fog Cloud, Ray of Sickness, Tasha's Caustic Brew