b'Deathmoss \n'b'  Large   elemental ,  chaotic evil  \n'b'  Armor Class  13 (natural armor)  Hit Points  133 (14d10 + 56)  Speed  20 ft., burrow 20 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX:  5 (\xe2\x80\x933)  CON:  18 (+4)  INT:  5 (\xe2\x80\x933)  WIS:  10 (+0)  CHA:  5 (\xe2\x80\x933)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Vulnerabilities cold  Damage Immunities  poison  Damage Resistances  necrotic; bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   exhaustion ,  paralyzed ,  petrified ,  poisoned ,  unconscious   Senses   darkvision  60 ft., tremorsense 60 ft., passive  Perception  10  Languages  Terran  Challenge  8 (3,900 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Blight . Any creature that touches the deathmoss or hits it with a  melee attack  while within 5 feet of it must succeed on a DC 15  Constitution  saving throw or become  poisoned  until the end of that creature\xe2\x80\x99s next turn. \n'b'  Earth Glide . The deathmoss can burrow through nonmagical, unworked earth and stone. While doing so, it doesn\xe2\x80\x99t disturb the material it moves through. \n'b'  False Appearance . While the deathmoss remains motionless, it is indistinguishable from a mosscovered mound. \n'b'  Siege Monster . The deathmoss deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The deathmoss makes two slam attacks. It can use calming spores in place of one  attack . \n'b'  Slam .  Melee Weapon Attack : +7 to hit, reach 10 ft., one target.  Hit : 13 (2d8 + 4) bludgeoning damage, 7 (2d6) necrotic damage, and Blight. The target must succeed on a DC 16  Constitution  saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b'  Calming Spores (Recharges after a Short or Long Rest) . The deathmoss emits a cloud of spores in a 20-foot-radius sphere that goes around corners. Each creature in that area must succeed on a DC 15  Constitution  saving throw or become indifferent toward the deathmoss for 1 minute, becoming unable to take hostile action toward the  elemental . The target can repeat the saving throw at the end of each of its turns, when the deathmoss or its allies  harm  the creature, or the creature witnesses any ally being similarly harmed, ending the effect on itself on a success. If the initial saving throw is successful or the effect ends for a creature, the creature is then subjected to Blight. \n'b'\n'b' ABOUT \n'b'  Affront to Nature . Whether through a brush with powerful malevolence or unwise experiments, elementals can be corrupted, turning them into blighted forms. Fey and others with a connection to nature have an instinctive aversion to these creatures. \n'b'  Toxic Magic . Blighted elementals are sources of poison, carrying their corruption with them and spreading it to new places. They multiply rapidly and carry death to the unwary. For those with sinister intentions though, they can be an excellent source of dangerous, potent ingredients for potions or poison. \n'b'\n'b'  DC 10  Intelligence  ( Nature ) : Blight elementals arise when nature or the substance of an elemental plane is corrupted. These elementals can resemble nonelemental creatures, but they\xe2\x80\x99re still elementals. Blight elementals have elemental resistances, including to nonmagical attacks. \n'b'  DC 15  Intelligence  ( Arcana ) : A blight elemental is always poisonous, in addition to its other powers. Some, such as deathmoss and forgeblights, have supernatural abilities to spread rot to creatures or objects. \n'b'  DC 20  Intelligence  ( History ) : Some legends say a  lich  created the first blight elementals to gain the favor of an arch daemon. If such stories are true, finding the lich\xe2\x80\x99s notes might allow someone to return blight elementals to their original forms.'