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Rotting Wind

Large · Undead · CR 6 · Neutral Evil

Armor Class
15
Hit Points and Hit Dice
110 (13d10 + 39)
Challenge Rating CR
6

Ability Scores

Core attributes and their modifiers.

STR
14
+2
DEX
20
+5
CON
16
+3
INT
12
+1
WIS
10
+0
CHA
10
+0

Overview

Category Monsters
Size Large
Type Undead
Alignment Neutral Evil
XP 2300
Initiative Bonus +5

Movement

Walk 60 ft (18.3 m)
Swim 30 ft (9.1 m)
Climb 30 ft (9.1 m)
Crawl 30 ft (9.1 m)

Senses

Blindsight 60 ft (18.3 m)
Passive Perception 11

Resistances & Immunities

Damage Immunities
necrotic, poison
Condition Immunities
charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious

Traits

Air Form

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.

Invisibility

The rotting wind is invisible.

Poisonous Aura

The rotting wind radiates an aura of poison and decay that slowly pollutes the area within 30 feet of it. Each hour the rotting wind stays in a place, nonmagical plants in the aura begin to wither, and water in the aura becomes poisoned. Nonmagical plants in the aura for 24 hours die. A creature that drinks water poisoned by the aura must succeed on a DC 14 Constitution saving throw or contract the tomb rot disease (see the Tomb Rot trait). Creatures immune to the poisoned condition are immune to this disease.

Tomb Rot

A creature infested with this disease manifests symptoms 1d4 days after infection, which include muscle weakness and rotten-smelling breath as its body rots from the inside out. Until the disease is cured, at the end of each long rest, the infected creature must succeed on a DC 14 Constitution saving throw or take 10 (3d6) necrotic damage and suffer one level of exhaustion. This exhaustion lasts until the creature finishes a long rest after the disease is cured. A creature that succeeds on two saving throws recovers from the disease.

Undead Nature

The rotting wind doesn’t require air, food, drink, or sleep.

Actions

Multiattack

The rotting wind makes two Wind of Decay attacks. If both attacks hit one creature, the target must succeed on a DC 14 Constitution saving throw or contract the tomb rot disease (see the Tomb Rot trait).

Wind of Decay

+8 to hit. Hit: 2d6+5 plus 3d6 necrotic damage.

Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the rotting wind's space. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage.

About Rotting Wind

Rotting Wind is a large undead with a Challenge Rating of 6. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 110 hit points (derived from 13d10 + 39).

GM Tips: Using Rotting Wind

2 tips available

When using Rotting Wind in your D&D 5e campaign, consider these tactical approaches:

  • Significant Threat: Challenging for parties of levels 5-10
  • Epic Potential: Consider legendary actions for memorable battles

Player Guide: Facing Rotting Wind

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Significant Threat: Prepare spells and resources
  • Team Coordination: Coordinate attacks and defenses

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Rotting Wind?
Rotting Wind has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is Rotting Wind?
Rotting Wind is a Large Undead, which affects how certain spells and abilities interact with it.

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