Gray Death
A drifting shroud of soul-rot that can wither a whole village from far off before anyone ever lays eyes on the thing itself.
A drifting shroud of soul-rot, the gray death is a spectral horror that sows doom across a vast radius simply by existing. Whole villages can wither under its presence before anyone lays eyes on the thing itself.
In play
Soul Bleed (aura, necromancy, occult) 1,000 feet. Creatures that begin their turn in the area take 5d6 negative damage and must succeed at a DC 42 Fortitude save or become doomed 1. If the creature is 13th level or lower, this doomed condition from soul bleed is cumulative, increasing by 1 with each failed save until the creature dies (typically at doomed 4).
Level 20
Perception +33 · Senses darkvision, lifesense 1,000 feet · Languages Common; telepathy 100 feet · Skills Intimidation +40, Occultism +34, Performance +38, Society +34
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| -5 | +7 | +4 | +6 | +7 | +10 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 44 | +31 | +35 | +33 |
HP 330 · Immunities disease, fear, paralyzed, poison, precision, unconcious · Resistances all damage 15 (except force, _ghost touch_, or positive, double resistance vs. non-magical) · Weaknesses mental 15
Speed fly 60 feet
Actions
- Melee Hand [Single Action] +38 (reach 15 ft, Finesse, Magical), Damage 4d10+16 negative