VAMPIRIC
MIST
Medium undead,
chaotic evilArmo
r Class 13Hit Points 30 (4d8 + 12)Speed 0 ft., fly 30 ft.
(hover)STR6 (-2)DEX16 (+3)Saving Throws Wis +3CON16 (+3)'
INT6 (-2)WIS12 (+ 1)CHA7 (-2)Da mage Resistances acid
, cold, lightning, necrotic, thunder;bludgeoning, piercing,
and slashing from nonmagical attacksDamage Immunities poisonCondition Immunities charmed, exhaustion,
grappled,paralyzed, petrified, poisoned, prone,
restrainedSens es darkvision
60 ft., passive Perception 11Langua
ges-Challen
ge 3 (700 XP)Life Sense. The mist
can sense the location of any creaturewithin 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, thewretched remnants
of vampires that were preve ntedfrom finding rest. Indistinguis hable from
the mists theylurk within, they
strike unseen a nd undetected to bleedtheir victims dry.Former Vamp
ires. Vampiric mists, sometimes calledcrimson mists, are all that remain
of vampires whocouldn't return to their burial place
s after being de-feated or s uffe ring some m ishap.
Denied the restorativepower of these places , the vampir
es' bodies dissolve intomist. The
trans formation strips the intellige nce and
per-sonality
from them until only an unholy, insatiable
thirstfor blood remains.Blood Thief. Indistinguishabl
e from fog aside fromthe charnel
reek it exudes, a vampiric mist des
cendson
a creature and causes the blood in its bod
y to oozethrough
the creature's pores or spill out from
its eyes,nose, and mouth. This
blood wafts out from the victimlike 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 wakingthem. The more a mist feeds, the re
dder it gets, s uchthat it turns pink, then red, and finally
a deep scarlet huetha.t rains blood
droplets whe reve r it goes.Attract ed t
o Blood. Like sharks in water, vampiricmists can
scent blood from up to a mile away. Any
in-jury, no matter how small, might
catch their attentionand draw them toward their
victims. In battle, a mist fo-cuses its attacks on injured
targets, since open woundsare a m
ore re ady source of blood.U
ndead Nature. A vampiric mis t doesn't requir
eair
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
andvice versa. In addition, if air can
pass through a space, the mistcan pass through it without
squeezing. Each foot of movementin
water costs it 2 extra feet, rather than 1 extra
foot. The mistcan't manipulate objects
in any way that requires fingers ormanual dexterity.Sunlight H ypersensit ivity. The
mist takes 10 radiant damagewhenever
it starts its turn in sunlight. While in sunlight,
themist has disadvantage on
attack rolls and ability checks.ACTIONSLife Drain. The mist
touches one creature in its space. Thetarget 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 thetarget's hit
point maximum is reduced by an amount equal
tothe necrotic damage taken. This
reduction lasts until the targetfinishes
a long rest. The target dies if its hit point max
imum isreduced to 0."