Large Elemental, Neutral Evil
Armor Class 15 natural armor
Hit Points 105 (14d10 + 28)
Speed 60 ft., (hover)
STR
14 (+2)
DEX
20 (+5)
CON
15 (+2)
INT
7 (-2)
WIS
10 (+0)
CHA
5 (-3)
Skills Perception +3, Stealth +8
Damage Resistances Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft, Passive Perception 13
Languages Auran
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Blight. Any creature that touches the blightwind or
hits it with a melee attack while within 5 feet of it must
succeed on a DC 13 Constitution saving throw or become
poisoned until the end of that creature’s next turn.

Mist Form. The blightwind can enter a hostile
creature’s space, subjecting that creature to Blight, and
stop there. A creature can also enter the blightwind’s
space. The blightwind can move through a space air can
move through without squeezing.

Actions

Multiattack. The blightwind makes two wind
whip attacks.

Wind Whip. Melee Weapon Attack: +8 to hit, reach 10
ft., one target. Hit: 14 (2d8+5) slashing damage, 4 (1d8) necrotic damage, and Blight.

Blight Vortex (Recharge 5–6). Each creature
within 20 feet of the blightwind must succeed on a DC
16 Strength saving throw or be pulled 20 feet straight
toward the blightwind. If a creature would enter another
creature’s space, both creatures instead take 3 (1d6) bludgeoning damage and fall prone, each in the space they were in before colliding. Creatures pulled into the
blightwind’s space take 14 (2d8+5) necrotic damage and
are subjected to Blight. A creature that fails the saving
throw against Blight is blinded while poisoned due to
that exposure to the trait.

Description

“In places where the land is twisted from its natural state,
elementals can be affected. Their poison spreads quickly,
creating more of their kind, until the blight covers everything.”

Affront to Nature. Whether through a brush with
powerful malevolence or unwise experiments, elementals
can be corrupted, turning them into blighted forms. Fey
and others with a connection to nature have an instinctive
aversion to these creatures.

Toxic Magic. Blighted elementals are sources of poison,
carrying their corruption with them and spreading it to
new places. They multiply rapidly and carry death to the
unwary. For those with sinister intentions though, they
can be an excellent source of dangerous, potent ingredients
for potions or poison.

Salvage

The remains of a blight elemental can be used to produce
one of two concoctions. Each elemental leaves enough
residue for three doses, which can be divided among
the brews created. Someone who has proficiency with
alchemist’s supplies or a poisoner’s kit can use one
portion of the residue and other materials worth
50 gp to produce one pale tincture. Producing the
tincture requires 1 day of work and a successful DC
13 Intelligence or Wisdom check. Someone who has
proficiency with alchemist’s supplies or an herbalism
kit can instead use one portion of the residue and other
reagents worth 50 gp to make one potion of resistance
(poison) that also confers the benefits of antitoxin.
Making the potion requires the same amount of work
and a similar successful check.

Lore

DC 10 Intelligence (Nature): Blight elementals arise
when nature or the substance of an elemental plane
is corrupted. These elementals can resemble non-
elemental creatures, but they’re still elementals. Blight
elementals have elemental resistances, including to
nonmagical attacks.

DC 15 Intelligence (Arcana): A blight elemental is
always poisonous, in addition to its other powers. Some,
such as deathmoss and forgeblights, have supernatural
abilities to spread rot to creatures or objects.

DC 20 Intelligence (History): Some legends say a lich
created the first blight elementals to gain the favor of the
Arch Daemon Malikir. If such stories are true, finding
the lich’s notes might allow someone to return blight
elementals to their original forms.

Ionicle99

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