Desiccator, Common

Large elemental (earth/anti-water), unaligned

Armor Class 18 (natural armor)
Hit Points 110 (13d10 + 39); Wound Threshold 28
Speed 10 ft. (but prefers to remain immobile)

STR DEX CON INT WIS CHA
18 (+4) 5 (-3) 16 (+3) 8 (-1) 12 (+1) 6 (-2)

Skills Perception +4
Damage Vulnerabilities thunder
Damage Resistances cold, fire, lightning, piercing, slashing
Damage Immunities poison
Condition Immunities blinded, deafened, petrified, poisoned, prone
Senses tremorsense 120 ft. (blind beyond this radius), passive Perception 14
Languages Primordial
Challenge 8 (3,900 XP)

SPECIAL TRAITS

  • False Appearance. While the desiccator remains motionless, it is indistinguishable from a calcareous formation.

ACTIONS

  • Multiattack. The lesser desiccator makes two rock blast attacks.
  • Rock Blast. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage.
  • Stunning Bludgeon (Recharge 6). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 21 (3d12 + 2) bludgeoning damage, and the target must make a DC 12 Constitution saving throw or be stunned until the end of its next turn.
  • Desiccation (Recharge 6). The lesser desiccator emits a desiccating effect in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature also begins petrifying and is restrained. The restrained creature must repeat the saving throw at the end of its next turn. On a success, it ends the effect on itself. On a failure, she becomes petrified. A creature petrified by Desiccation can be returned to normal if it is completely immersed in water for 1 hour or if it is targeted by the greater restoration spell or other magic.

ACTIONS

  • Multiattack. The desiccator makes two rock blast attacks.
  • Rock Blast. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 40/160 ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage.
  • Stunning Bludgeon (Recharge 6). Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 40/160 ft., one target. Hit: 49 (7d12 + 4) bludgeoning damage, and the target must make a DC 15 Constitution saving throw or be stunned until the end of its next turn.
  • Desiccation (Recharge 6). The desiccator emits a desiccating effect in a 20-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 22 (5d8) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature also begins petrifying and is restrained. The restrained creature must repeat the saving throw at the end of its next turn. On a success, it ends the effect on itself. On a failure, she becomes petrified. A creature petrified by Desiccation can be returned to normal if it is completely immersed in water for 1 hour or if it is targeted by the greater restoration spell or other magic.

ABOUT

Desiccators strange mineral elemental, the desiccator brings to mind a misshapen statue whose silhouette is barely visible under a calcified mass.

This creature absorbs humidity and turns it into stone, growing along natural or artificial walls, covering the corridors of its habitat with a solid substance made of calcites and other aqueous minerals.

Because of its properties, this elemental is sometimes summoned by conjurers to purify the air in tunnels invaded by dangerous fungi. Where a lesser desiccator will only absorb ambient humidity, a greater desiccator can dry up entire water bodies and can be used as an actual weapon against enemy communities.

When a desiccator suddenly finds itself in an environment with much more humidity than it can absorb (for example during a sudden flood), it enters stasis or is destroyed outright. Thus, even a very powerful desiccator can be eliminated by weak but industrious creatures.

Depending on the method used to destroy it, the elemental particles of a desiccator will scatter in different ways. If physical means are employed, it will be reduced to rubble, whereas magical attacks will turn it back into water. In the latter case, caution must be exercised, since the amount disgorged can be massive in the case of a particularly big elemental.

Imagine weeks or even years of running water being liberated at once! One can mitigate the risks by physically destroying the elemental, then dissolving each of its fragments with cantrips… which can be a long and tedious process, albeit a safe one.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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