VAMPIRIC
MIST
Medium undead,
chaotic evil
Armo
r Class 13
Hit Points 30 (4d8 + 12)
Speed 0 ft., fly 30 ft.
(hover)
STR
6 (-2)
DEX
16 (+3)
Saving Throws Wis +3
CON
16 (+3)
'
INT
6 (-2)
WIS
12 (+ 1)
CHA
7 (-2)
Da mage Resistances acid
, cold, lightning, necrotic, thunder;
bludgeoning, piercing,
and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion,
grappled,
paralyzed, petrified, poisoned, prone,
restrained
Sens es darkvision
60 ft., passive Perception 11
Langua
ges-
Challen
ge 3 (700 XP)
Life Sense. The mist
can sense the location of any creature
within 60 feet of it ,
unless that creature's type is construct
or undead.
C H APTE R 6 ( BEST
I ARY
VAMPIRIC MIST
In billowing clouds
of fog lurk vampiric mists, the
wretched remnants
of vampires that were preve nted
from finding rest. Indistinguis hable from
the mists they
lurk within, they
strike unseen a nd undetected to bleed
their victims dry.
Former Vamp
ires. Vampiric mists, sometimes called
crimson mists, are all that remain
of vampires who
couldn't return to their burial place
s after being de-
feated or s uffe ring some m ishap.
Denied the restorative
power of these places , the vampir
es' bodies dissolve into
mist. The
trans formation strips the intellige nce and
per-
sonality
from them until only an unholy, insatiable
thirst
for blood remains.
Blood Thief. Indistinguishabl
e from fog aside from
the charnel
reek it exudes, a vampiric mist des
cends
on
a creature and causes the blood in its bod
y to ooze
through
the creature's pores or spill out from
its eyes,
nose, and mouth. This
blood wafts out from the victim
like crimson s moke
, which the mis t then consumes.
The feeding causes
no pain or discomfort to the victim,
so vampiric mists can feed on sleepers
without waking
them. The more a mist feeds, the re
dder it gets, s uch
that it turns pink, then red, and finally
a deep scarlet hue
tha.t rains blood
droplets whe reve r it goes.
Attract ed t
o Blood. Like sharks in water, vampiric
mists can
scent blood from up to a mile away. Any
in-
jury, no matter how small, might
catch their attention
and draw them toward their
victims. In battle, a mist fo-
cuses its attacks on injured
targets, since open wounds
are a m
ore re ady source of blood.
U
ndead Nature. A vampiric mis t doesn't requir
e
air
or sleep.
Forbiddance. The mist can't
enter a residence without an invi-
tation from one of the occupants.
Misty Form.
The mist can occupy another creature's space
and
vice versa. In addition, if air can
pass through a space, the mist
can pass through it without
squeezing. Each foot of movement
in
water costs it 2 extra feet, rather than 1 extra
foot. The mist
can't manipulate objects
in any way that requires fingers or
manual dexterity.
Sunlight H ypersensit ivity. The
mist takes 10 radiant damage
whenever
it starts its turn in sunlight. While in sunlight,
the
mist has disadvantage on
attack rolls and ability checks.
ACTIONS
Life Drain. The mist
touches one creature in its space. The
target must succeed
on a DC 13 Constitution saving throw (un-
dead and constructs automatically succeed),
or it takes 10 (2d6
+ 3) necrotic
damage, the mist regains 10 hit points, and the
target's hit
point maximum is reduced by an amount equal
to
the necrotic damage taken. This
reduction lasts until the target
finishes
a long rest. The target dies if its hit point max
imum is
reduced to 0.
"