Medium Monstrosity, Unaligned
Armor Class 12
Hit Points 22 (5d8)
Speed 15 ft.
STR
1 (-5)
DEX
14 (+2)
CON
10 (+0)
INT
1 (-5)
WIS
6 (-2)
CHA
1 (-5)
Skills Stealth +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Force
Senses Blindsight 60, Passive Perception 8
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Amorphous: The swarm can move through gaps as
small as 1 square inch without penalty. It can move
through and remain in spaces occupied by other
creatures without hindrance.

Blend Into Darkness: A swarm of bloody flux is invisible
in dim light.

Bloody Flux: A creature that starts its turn in the same
space as a swarm of bloody flux must make a suc-
cessful DC 10 Con saving throw or contract the dis-
ease bloody flux. A creature that contracts bloody
flux gains 1 level of exhaustion immediately and must make a DC 10 Con saving throw after every long rest. If the saving throw fails, the creature gains another level of exhaustion; if it succeeds, the creature recovers from 1 level of exhaustion. The disease ends when the creature has no levels of exhaustion or when it receives a lesser restoration spell or comparable magic.

Regeneration: The swarm heals 5 hit points at the start of
its turn. This ability doesn’t function if it took cold or poison damage since its previous turn.
Vulnerability to Healing: A lesser restoration spell cast on a living disease kills the swarm instantly.

Actions

Bloody Flux: A creature that starts its turn in the same
space as a swarm of bloody flux must make a suc-
cessful DC 10 Con saving throw or contract the dis-
ease bloody flux. A creature that contracts bloody
flux gains 1 level of exhaustion immediately and must make a DC 10 Con saving throw after every long rest. If the saving throw fails, the creature gains another level of exhaustion; if it succeeds, the creature recovers from 1 level of exhaustion. The disease ends when the creature has no levels of exhaustion or when it receives a lesser restoration spell or comparable magic.

Swarm. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 2) [necrotic type] damage. 

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Living diseases are swarms of harmful bacteria or viruses that have supernaturally gained limited sentience under exceedingly foul or magical conditions. They seek out hosts to propagate their contagion. Their individual components are microscopic; the only reason they can be seen is because they form swarms containing billions of individual organisms.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: UnderdarkUrban

juancortez12

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