Rotting Wind
Large Undead, neutral evil (CR 6)Armor Class 15
Hit Points 82 (11d10+22)
Speed 0 ft., fly 60 ft., hover true ft.
14 (+2)
20 (+5)
15 (+2)
7 (-2)
12 (+1)
10 (+0)
Skills
Senses blindsight 60 ft. (blind beyond this), passive Perception 10
Languages -
Challenge Rating 6
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.
sizeLarge
typeUndead
group
alignmentneutral evil
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception
damage_vulnerabilities
damage_resistancesbludgeoning, piercing, and slashing from nonmagical attacks
damage_immunitiesnecrotic, poison
condition_immunitiescharmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious
cr6
reactions
legendary_desc
legendary_actions
special_abilitiesname: Air Form,desc: 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.,name: Befouling Presence,desc: 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.,name: Invisibility,desc: The rotting wind is invisible as per a greater invisibility spell.
spell_list
page_no330
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document__slugtob
document__titleTome of Beasts
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Tome of Beasts, page no. 330