I liked the idea of the suffocating spirits – a time limited combat that can be beaten a different way then straight up combat – but since I have kids in my game I wanted to tone down the creepiness so replaced it with an Elder Smoke Elemental tainted by evil. Has the same affect and can also be defeated using the pump. But instead of destroying it PCs need to turn it on to suck it out. He didn’t see much action though, the cleric banished him.
SMOKE ELEMENTAL, ELDER
Huge elemental, neutral evil
Armour Class 16
Hit Points 190 (12d12 +24)
Speed 0 ft., fly 90ft. (hover)
STR 14 (+2) DEX 20 (+5) CON 14 (+2)
INT 6 (-2) WIS 10 (+0) CHA 6 (-2)
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60ft., passive Perception 10
Challenge 6 (1,800 XP)
Smoke Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The elemental makes two claw attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Smoke Claws (Recharge 4-6). Each breathing creature in the elemental’s space must make a DC 16 Constitution saving throw. On a failure, a target takes 15 (3d8 + 2) piercing damage as the semi-vaporous smoke forms into claws within their lungs and begins to rend them. They also spend the turn coughing and choking. A successful save ends the effect.
Suffocation. Each breathing creature in the elemental’s space (up to 9 medium sized creatures) begins suffocating from the dense smoke that makes up the creatures body. Each turn the creature must make a DC 16 Constitution saving throw failure means they are suffocating and may survive for as many rounds as their Constitution modifier before being overcome and dropping to 0 hit points and begin dying. Suffocating creatures have disadvantage on follow-up saves and attack rolls. The DC also increases by 1 for each failure.