Disease Elemental (5e Creature)

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Scales.png This page is of questionable balance. Reason: I know you can technically set attack bonus to whatever you want, but why does it only have +2 to attack, given those high ability scores? I think it should also set itself to one particular disease rather than a "random disease", as some diseases are way beyond CR 6. Average damages for attacks are incorrect.

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Disease Elemental[edit]

Medium elemental, chaotic evil

Armor Class 17 (natural armor)
Hit Points 83 (5d8 + 60)
Speed 0 ft., fly 50 ft. (hover)

15 (+2) 20 (+5) 25 (+7) 17 (+3) 27 (+8) 8 (-1)

Saving Throws Constitution, Dexterity, Wisdom
Skills Medicine, Perception, Survival
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 12
Languages Auran
Challenge 6 (2,300 XP)

Disease Relocation The Disease Elemental knows the location of all diseased people within 2 miles from its location. The elemental can use an action to Relocate to the Diseased creatures location. the stronger the sickness and the closer to death,the quicker it takes to arrive to its target.


Whirlwind Melee Weapon Attack: +2 to hit, reach 10 ft.,up to 3 creatures. Hit: 13 (3d8 + 3) poison damage. The Disease elemental forms into a tornado of disease and plague. all creatures within a 10 ft. radius must roll a DC17 constitution saving throw or take the above damage. if they fail, they also receive 1 random disease (can be found in Dungeon Masters Guide") the whirlwind can last up to 3 turns. for every turn a creature is in it, they take the above damage, and their disease becomes more severe.

Slam Melee Weapon Attack: +2 to hit, reach 5 ft., one target. hit: 14 (2d8+5)

Life Drain Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 10 (3d6 + 3) Necrotic Damage. The elemental attempts to grapple a creature and that creature must roll a DC16 Dexterity saving throw. on a fail, the disease elemental begins to drain the creatures health and replace it with disease and infection. the creature takes the above damage for every turn it is still grappled by the Elemental. on the 2nd turn of being grappled, the creature revives a disease.

The Disease Elementals are created out of death and plague. imagine a great trading city, now ravaged by the plague. the piles of bodies and the smell of rats and flies forms a cloud of noxious gas. after a few days the Elemental forms with the mind of the disease. so if a creature has the Sewer Plague the elemental is the Mentality of that plague. they are almost always chaotic evil as they wish only to infect the healthy and bring death. as long as this Disease, there will be Disease Elementals.

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