Large elemental, chaotic evil

Armor Class 15 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 30 ft., swim 90 ft.

17 (+3) 16 (+3) 17 (+3) 5 (–3) 10 (+0) 6 (–2)

Skills Perception +3, Stealth +6
Damage Immunities poison
Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 13
Languages Aquan
Challenge 6 (2,300 XP)
Proficiency Bonus +3


  • Blight. Any creature that touches the bogfoul or hits it with a melee attack while within 5 feet of it must succeed on a DC 14 Constitution saving throw or become poisoned until the end of that creature’s next turn.
  • Freeze. If the bogfoul takes cold damage, it partially freezes. Its speed is reduced by 20 feet until the end of its next turn.
  • Water Form. The bogfoul can enter a hostile creature’s space, subjecting that creature to Blight, and stop there. It can move through a space as narrow as 1 inch wide without squeezing.


  • Multiattack. The bogfoul makes two slam attacks.
  • Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, 7 (2d6) poison damage, and Blight.
  • Noxious Splash. The bogfoul hurls a glob of foul water at a point it can see within 60 feet of it. Each creature within a 10-foot-radius sphere centered on that point must make a DC 14 Constitution saving throw. The sphere goes around corners. On a failed save, a creature takes 17 (5d6) poison damage and becomes poisoned until the end of its next turn.
  • Swamp (Recharge 5–6). Each creature fully in the bogfoul’s space must make a DC 14 Constitution saving throw. On a failure, a target takes 10 (2d6 + 3) bludgeoning damage and 7 (2d6) poison damage. If the target is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and able to breathe only if it can breathe water. If the saving throw is successful, the target is pushed out of the bogfoul’s space. A creature within 5 feet of the bogfoul can pull a creature or object out of it by taking an action to make a DC 14 Strength (Athletics) check and succeeding. Such a creature is exposed to the Blight trait.


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.

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.

  • 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’re still elementals. Blight elementals have elemental resistances, including to nonmagical attacks.
  • 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.
  • 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’s notes might allow someone to return blight elementals to their original forms.
Section 15: Copyright Notice

Grim Hollow: The Monster Grimoire © 2021, Ghostfire Gaming Pty Ltd. Author: Shawn Merwin

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