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# Info
Contaminated Elementals can be found all over Drakkenheim, often in areas where the eldritch magics are especially concentrated. Many who have encountered these elementals have spoken of the city itself coming to life to attack them. Reports of ruins reaching out and crushing adventurers, burning flames moving and hunting with minds of their own, or contaminated pools lurching to engulf passersby have been heard. Even the blowing air itself has mustered parts of [[the Haze]] into shifting clouds that stalk adventurers through the streets. These magical creatures are a constant reminder that nothing in the city can be trusted, and that nowhere is truly safe.
# Variants
## Animated Delerium Sludge
```statblock
monster: "Animated Delerium Sludge"
```
## Living Deep Haze
```statblock
monster: "Living Deep Haze"
```
## Entropic Flame
```statblock
monster: Entropic Flame
```
## Walking Delerium Geode
```statblock
monster: Walking Delerium Geode
```
# Mechanical Features
**Fully Contaminated** This creature is immune to [[contamination]], and has advantage on saving throws against contaminated spells.
**Haze Adaptation** This creature may benefit from a long rest finished within [[the Haze]]. It can see twice as far through [[the Haze]] mists and [[The Haze|Deep Haze]] fog.
**Haze Dependence** This creature gains one level of [[Exhaustion]] for every twenty four hours it spends outside [[the Haze]]. These [[Exhaustion]] levels cannot be removed while the creature is outside [[the Haze]].
**Delerium Healing** As an action, a monster can touch a [[delerium]] shard to regain 10 (3d6) hit points. Once a monster has used a [[delerium]] shard in this way, the shard can’t be used in this manner again for twenty four hours.
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