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 14 Constitution saving throw or become
poisoned until the end of that creature’s next turn.
Freeze. If the bogfoul takes cold damage, it partially
freezes. Its speed is reduced by 20 feet until the end of
its next turn.
Water Form. The bogfoul can enter a hostile creature’s
space, subjecting that creature to Blight, and stop there.
It can move through a space as narrow as 1 inch wide
without squeezing.
Multiattack. The bogfoul makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6+3) bludgeoning damage, 7 (2d6) poison damage, and Blight.
Noxious Splash. The bogfoul hurls a glob of foul water
at a point it can see within 60 feet of it. Each creature
within a 10-foot-radius sphere centered on that point
must make a DC 14 Constitution saving throw. The
sphere goes around corners. On a failed save, a creature
takes 17 (5d6) poison damage and becomes poisoned
until the end of its next turn.
Swamp (Recharge 5–6). Each creature fully in
the bogfoul’s space must make a DC 14 Constitution
saving throw. On a failure, a target takes 10 (2d6+3) bludgeoning damage and 7 (2d6) poison damage.
If the target is Large or smaller, it is also grappled
(escape DC 14). Until this grapple ends, the target is
restrained and able to breathe only if it can breathe
water. If the saving throw is successful, the target is
pushed out of the bogfoul’s space. A creature within
5 feet of the bogfoul can pull a creature or object out
of it by taking an action to make a DC 14 Strength
(Athletics) check and succeeding. Such a creature is
exposed to the Blight 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.
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