Living Deep Haze

Dungeons of Drakkenheim p. 204 (Third Party)

Size
Large
Type
elemental
Alignment
unaligned
AC
15
Hit Points
90 (12d10+24)
Speed
walk 0 ft., fly 90 ft. (hover)
Resistances
Bludgeoning, Piercing or Slashing damage from nonmagical attacks
Immunities
Necrotic, Poison
Condition Immunities
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses
darkvision 60 ft.
Passive Perception
10
Languages
Deep Speech
Challenge
5
Lineage
Deep Haze
STR
14
+2
DEX
20
+5
CON
14
+2
INT
5
−3
WIS
10
+0
CHA
5
−3

Traits

Proficiency Bonus

+3

Fog Form

The Living Deep Haze can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Deep Haze

A creature who enters or starts its turn in the same space as the Living Deep Haze must succeed on a DC 15 Constitution saving throw or take 10 (3d6) necrotic damage and gain one level of contamination.

Actions

Multiattack

The Living Deep Haze makes two slam attacks.

Slam

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Other data

description

Contaminated Elementals can be found all over Drakkenheim, often in areas where the eldritch magics are especially concentrated. Many who have encountered these elementals have spoken of the city itself coming to life to attack them. Reports of ruins reaching out and crushing adventurers, burning flames moving and hunting with minds of their own, or contaminated pools lurching to engulf passersby have been heard. Even the blowing air itself has mustered parts of the Haze into shifting clouds that stalk adventurers through the streets. These magical creatures are a constant reminder that nothing in the city can be trusted, and that nowhere is truly safe.