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<blockquote data-quote="derickmoore25" data-source="post: 6885922" data-attributes="member: 6808809"><p>Living Spell, Cloudkill</p><p>Large Cloud, Unaligned</p><p>A living spell created in a freak accident</p><p>Armor Class: 15</p><p>Hit Points: 50</p><p>Speed: 40 Feet</p><p>STR DEX CON INT WIS CHA</p><p>15 (+2) 12 (+1) 15 (+2) 0 (-5) 12 (+1) 15 (+2)</p><p>Damage Immunities: poison damage, psychic, and bludgeoning, piercing and slashing damage from non-magical weapons</p><p>Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned</p><p>Blindsight 60 Feet</p><p>Languages: –</p><p>Challenge: CR 3 (700XP)</p><p>Gaseous Form. The living spell takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the living spell’s Engulf and has disadvantage on the saving throw. Creatures inside the living spell can be seen. A creature within 5 feet of the living spell can take an action to pull a creature or object, within 5 feet, out of the living spell. Doing so causes the creature to take 8 (2d8) poison damage. The living spell can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.</p><p>Wind Susceptible. A strong wind of 10 mph or greater inflicts 10 (3d6) per round to the living spell.</p><p>Engulf. The living spell moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the living spell enters a creature’s space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the Spell. A creature that chooses not to be pushed, or has no safe space to be pushed into, suffers the consequences of a failed saving throw. On a failed save, the spell enters the creature’s space, and the creature takes 8 (2d8) poison damage and is engulfed. The engulfed creature takes 21 (5d8) poison damage or half as much on a successful Con Saving throw (DC15) at the start of each of the living spell’s turns. When the living spell moves, the engulfed creature moves with it. An engulfed creature can escape by moving out of the Living Spell.</p></blockquote><p></p>
[QUOTE="derickmoore25, post: 6885922, member: 6808809"] Living Spell, Cloudkill Large Cloud, Unaligned A living spell created in a freak accident Armor Class: 15 Hit Points: 50 Speed: 40 Feet STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 15 (+2) 0 (-5) 12 (+1) 15 (+2) Damage Immunities: poison damage, psychic, and bludgeoning, piercing and slashing damage from non-magical weapons Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Blindsight 60 Feet Languages: – Challenge: CR 3 (700XP) Gaseous Form. The living spell takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the living spell’s Engulf and has disadvantage on the saving throw. Creatures inside the living spell can be seen. A creature within 5 feet of the living spell can take an action to pull a creature or object, within 5 feet, out of the living spell. Doing so causes the creature to take 8 (2d8) poison damage. The living spell can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. Wind Susceptible. A strong wind of 10 mph or greater inflicts 10 (3d6) per round to the living spell. Engulf. The living spell moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the living spell enters a creature’s space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the Spell. A creature that chooses not to be pushed, or has no safe space to be pushed into, suffers the consequences of a failed saving throw. On a failed save, the spell enters the creature’s space, and the creature takes 8 (2d8) poison damage and is engulfed. The engulfed creature takes 21 (5d8) poison damage or half as much on a successful Con Saving throw (DC15) at the start of each of the living spell’s turns. When the living spell moves, the engulfed creature moves with it. An engulfed creature can escape by moving out of the Living Spell. [/QUOTE]
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