Soul Rot

The worst of the worst, the soul rot transcends the traditional targets of a disease to infect the very essence of life. It wears away the spirit of a creature, gnawing at the soul like a starving animal. When it has consumed every last vestige of a being, the empty husk that remains becomes an avatar of hatred and rage. These husks stagger ever forward, hungry only to kill while the maleophage moves on to its next victim. Alone, an outbreak of soul rot can annihilate a metropolis, with only the most extreme measures having any success against containing the infection. The disease is evil to core and opposed at every opportunity by those who value life.


Tiny ooze, chaotic evil

Armor Class 5
Hit Points 345 (30d4 + 270)
Speed 0 ft.

1 (-5) 1 (-5) 28 (+9) 16 (+3) 22 (+6) 19 (+4)

Saving Throws Con +15, Int +9, Wis +12
Skills Insight +12, Religion +13
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16
Languages understands all languages but cannot speak
Challenge 18 (20,000 XP)


Damage Transfer. When anything other than the soul rot deals damage to the infected creature, the soul rot takes half the damage dealt to the infected creature, and the infected creature takes the other half (before damage resistances and immunities are applied).

Sentient Disease. The soul rot is a microscopic, sentient disease. It cannot be targeted and can only be harmed when infecting a creature. While not within a host, the soul rot can infect any creature with a soul that comes within 120 feet of it. If the host is reduced to 0 hit points, the soul rot can infect a new creature. Creatures immune to disease can still be infected by soul rot but have advantage on saving throws against it. If an infected creature is affected by a spell or effect that would remove a disease, the soul rot remains in the creature but loses 40 hit points. It may only infect a single creature at a time, and when the ooze is slain, the infected creature is cured of the disease.

Additionally, at the start of each of its turns, an infected creature can attempt a DC 23 Constitution saving throw. On a success, the soul rot leaves the infected creature and infects a new creature with a soul within 120 feet. If there are no uninfected creatures with a soul within 120 feet of the soul rot, it remains in its host but loses 40 hit points.

Vile Husk. A creature reduced to 0 hit points while infected by the soul rot dies instantly as its soul decays. A creature killed in this way can only be restored to life by true resurrection or more powerful magic. However, the body of the creature lives on as a husk. Its creature type changes to undead, its alignment changes to chaotic evil, it becomes immune to necrotic damage, and it regains all its hit points. The husk is a hateful echo of the original creature, with no other purpose than to kill and destroy. When this effect occurs, the soul rot may immediately infect a creature with a soul within 120 feet. If there are no creatures with a soul to infect, the soul rot remains within the husk but can take no actions until a creature eligible for infection comes within range.

Vulnerability. A creature infected by the soul rot is vulnerable to all damage. A creature that has resistance to any types of damage loses those resistances but does not become vulnerable to that damage type. Immunities to damage are retained. Additionally, it has disadvantage on attack rolls, saving throws, and ability checks and cannot gain advantage.


Contaminate. At the start of the infected creature’s next turn, all uninfected creatures within 30 feet of it take 27 (6d8) necrotic damage.

Dormancy. The soul rot enters a period of dormancy for 1 year. During this time, it cannot affect other creatures or take actions. If the soul rot is infecting a creature, it is undetectable unless a creature succeeds on a DC 23 Wisdom (Medicine) ability check. If the soul rot takes damage, it can choose to immediately end its dormancy.

Feed. Melee Spell Attack: +12 to hit, reach 0 ft., one creature infected by the maleophage. Hit: 28 (4d10 + 6) necrotic damage, and the soul rot regains hit points equal to half the damage dealt.

Mitosis (Recharge 1 Year). The soul rot loses half its current hit points and splits into two new oozes. Each new ooze has hit points equal to half the original ooze’s rounded down, but both have the same hit point maximum as the original ooze. One of the new oozes remains in the current host; the other one emerges from the host and can infect a new creature.

Ref: TPKB1 p173