Mordenkainen's Tome of Foes

(Nancy Kaufman) #1








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.

"

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