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___ ___ > ## 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
Pestilent Spirit by Anastasia Ovchinnikova
\pagebreakNum ### Description ___ - ***An emerald cloud seeps out of a crack in the wall, bringing beasts and mens alike to their knees .*** - **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. - - **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. - - **Elemental Nature.** An elemental doesn't require air, food, drink, or sleep. - ## Tactics ### Monster turn ##### Beginning of the turn 1. If **Pestilent Cloud** unavailable → roll to recharge ##### Targeting Priorities 1. Enemy that is *Poisoned* 2. Enemy with the least constitution 3. Enemy outside its space ##### Movement 1. If target is not poisoned
∟ Move to target space 2. If target is poisoned
∟ Move out of reach of target ##### Action 1. If **Pestilent Cloud** available and two or more target → ****Pestilent Cloud**** 2. Cast a spell
└ If target in melee reach: ***Toxic Touch*** ### Player turn ##### Player Attack 1. If **Reform** available and HP < HP/2 → **Reform** \columnbreak > ##### 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