Death Burst. When the rotfiend dies, it explodes in a burst of toxic fumes. Each creature within 5 feet of it must make a DC 12 Dexterity saving throw, taking 8 (2d8) acid damage plus 8 (2d8) poison damage on a failed save, or half as much damage on a successful one.
Stench. Any creature other than a undead that starts its turn within 5 feet of the rotfiend must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all rotfiends for 1 hour.
Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 2) bludgeoning damage.
Description
Rotfiend
Course it reeks. Think they're called rotfiends because they smell like roses? — Vesemir, witcher of the Wolf School
Skinless Rotter. What rotfiends are, everyone can see. Even seeing them is not necessary, as hearing their name should be enough to tell anyone what creatures might bear this unpleasant title. Rotfiends resemble decomposing human bodies that have been mostly stripped of their skin. Their presence is given away by the overwhelming stench of rot which gives them their name.
Pack Scavenger. Similar to ghouls, rotfiends roam in packs. Rotfiends are undead, so usual tactics against this kind of creature might apply. Common poisons, on the other hand, are useless - the beasts have gained immunity to these by devouring carcasses. Killing a rotfiend is not difficult, yet one must remember to survive the moment of the beast's death, for the monster's corpse releases explosive fumes a mere spark could ignite. The resulting explosion can easily kill an adventurer, but it might also kill nearby rotfiends, creating something of a chain reaction. Thus, a dying monster should be drawn away from its kin.
Hysterical Strength. Backed against a wall, a rotfiend flies into a fury, attacking madly. This attack should be evaded, for the beast's chaotic blows carry a strength that can only be called hysterical. Running is never a good idea when fighting rotfiends, as the creatures will pursue its foe, jump on its back, knock it down and overwhelm it. Stopping rotfiends from escaping can be difficult as they try to burrow into the ground.
Unwelcomed Resurgence. Rotfiends and devourers were once rarities, but in age of constant warfare and violence they can become a veritable plague, as they feed on carrion and human corpses, particularly around battlefields, near cities afflicted by plague, or around villages touched by famine. They appear of a sudden, and disappear even more quickly if threatened, so exterminating them is difficult. They are best dealt with by cutting off their food supply, which is, burning all corpses in the area. Corpses must be incinerated rather than buried, for rotfiends are avid and skillful diggers. Without sustenance, the beasts will leave in search of new feeding ground. See a rotfiend and you can be sure there are many more in the area. They usually feed in large groups and thus present a danger to lone travelers – especially considering their speed, which can be more than a match for a horse at full gallop. Rotfiends and devourers feed in the twilight hours and at night, when they become much more dangerous than during the day.
Undead Nature A rotfiend doesn't require air, drink or sleep
Flesh Rot (see contagion spell)
Many academies throughout the world have studied the remains of rotfiends, hoping to explain their sudden and recurrent return. They have yet to find the answer to their question but one troubling fact might lead them on the right path: the corrupted tissues of the undead always reveal the presence of the flesh rot disease. Most concluded that the two phenomena are inherently connected: a flesh rot outburst is followed by a resurgence of rotfiends and rotfiend infestations are always followed by numerous cases of the disease.
- Alternatively, a creature that takes damage from a rotfiend must make a DC 13 Constitution saving throw, contracting the flesh rot disease on failure, as per the contagion spell.
Comments