b'Devil, Moldering \n'b'  Family:   Devils  \n'b'  Small   fiend  (devil),  lawful evil  \n'b'  Armor Class  13 (natural armor)  Hit Points  27 (6d6 + 6)  Speed  30 ft.\n'b' STATS STR: 14 (+2) DEX:  10 (+0)  CON:  12 (+1)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  6 (\xe2\x80\x932)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  cold  Damage Immunities  fire, poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  12  Languages  Common, Infernal  Challenge  1/2 (100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Devil\xe2\x80\x99s Sight . Magical  darkness  doesn\xe2\x80\x99t impede the moldering  devil\xe2\x80\x99s   darkvision . \n'b'  Field Hopper . The moldering  devil  can fly up to 40 feet on its turn, but it must start and end its movement on a solid surface, such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage. \n'b'  Rotting Death . When the moldering  devil  dies, all foodstuffs, water, and beverages within 100 feet of it are subjected to the devil\xe2\x80\x99s Touch of Rot trait. \n'b'  Touch of Rot . Any foodstuff, water, or beverage, whether fresh or preserved, that comes into contact with the moldering devil immediately decays and becomes inedible or undrinkable. If a creature consumes such food or drink, it must make a DC 11  Constitution  saving throw. On a failure, it takes 7 (2d6) poison damage and is  poisoned  for 24 hours. On a success, it takes half the damage and is  poisoned  for 1 hour. \n'b'\n'b' ACTIONS \n'b'\n'b'  Bite .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d4 + 2) piercing plus 3 (1d6) necrotic damage. \n'b'\n'b' ABOUT \n'b' Scabrous flesh and tufts of bristly hair sheath this devil from the tip of its piglike snout to the ends of its well-muscled legs. A pair of insectile wings lies flat against its back, and rows of needle teeth fill its gaping maw. \n'b' Moldering devils are a fiendish blight on the farmlands and grasslands. A region rarely suffers from the presence of just one of the pests, as they tend to arrive in an area in groups numbering a dozen or more. \n'b'  Devilish Hands . Moldering devils are rarely the architects of their own mischief. They act at the command of a more powerful fiend, usually a spined devil or bearded devil, though occasionally a favored imp is given command. Often their presence frightens a farming community into handing control over to an infernal overseer, who then exercises its influence over the populace to increase its personal power. \n'b'  Dealers of Despair . A lone moldering devil can ruin a farmstead in a single season. A group of the fiends can ruin a village in the same amount of time, turning it into a ghost town. On a personal level, moldering devils enjoy exchanging the promise of their absence for the souls of the mortals they would otherwise victimize. They have a morbid sense of humor, and they relish pitting mortals against one another. A moldering devil might grant a mortal the opportunity to alleviate the mortal\xe2\x80\x99s suffering by providing the names and locations of rival farmers for the devil to target instead.'