Page 248 - Tales from the Yawning Portal
P. 248

VAMPIRIC  MIST
                                                            In a loose manner of speaking, the vampiric mist is the
                                                            embodiment of the vampire's hunger for blood. It exists
                                                            only to seek out creatures and drain the life from them,
                                                            and its insubstantial nature enables it to pursue prey
                                                            through the tiniest of openings.
                                                             When first encountered, a vampiric mist appears as
                                                            a billowing mass of light clouds. As the creature feeds,
                                                            its coloration darkens to a deep crimson. In the Temple
          TRANSMUTER                                        of Blood inside the Doom vault (Dead in Thay), several
                                                            clouds of vampiric mist appear and attempt to engulf
          Transmuters are specialist wizards who embrace    any who don't escape the place quickly.
          change, rail against the status quo, and view magical   Undead Nature. A vampiric mist doesn't require
          transmutation as a path to riches, enlightenment, or   air or sleep.
          apotheosis.
                                                            VAMPIRIC MIST
          ThANSMUTER                                        Medium undead, chaotic evil
          Medium humanoid (any race), any alignment
                                                            Armor Class 13
          Armor Class 12  (15 with  mage armor)             Hit Points 45  (Gd&+ 18)
          Hit Points 40 (9d&)                               Speed Oft., fly  30 ft. (hover)
          Speed  30 ft.
                                                              STR    DEX    CON      INT   WIS     CHA
            STR     DEX    CON     INT    WIS    CHA         6 (-2)   16  (+3)   16 (+3)   6 (-2)   12  (+l)   7 (-2)
            9 (-1)   14  (+2)   11  (+O)   17  (+3)   12  (+l)   11  (+O)
                                                            Saving Throws Wis +3
          Saving Throws Int +6, Wis +4                      Damage Resistances acid, cold, lightning, necrotic, thunder;
          Skills Arcana +6, History +6                       bludgeoning, piercing, and slashing from  nonmagical attacks
          Senses passive Perception 11                      Damage Immunities poison
          Languages any four languages                      Condition Immunities charmed, exhaustion, grappled,
          Challenge 5 (1,800 XP)                             paralyzed, petrified, poisoned, prone, restrained
                                                            Senses darkvision 60 ft.,  passive Perception 11
                                                            Languages-
          Spellcasting. The transmute, is  a 9th-level spellcaster. Its
                                                            Challenge 3 (700 XP)
          spellcasting ability is  Intelligence (spell save DC  14, +6 to hit
          with spell attacks). The transmute, has the following wizard
          spells prepared:                                  Blood Sense. The vampiric mist can sense living creatures that
                                                            have blood or similar vital fluids  in  a radius of 60 feet.
          Cantrips (at will): light, mending, prestidigitation, ray of frost
          1st level  (4  slots): chromatic orb, expeditious retreat,*  Forbiddance. The vampiric mist can't enter a residence without
            mage armor                                      an  invitation from one of the occupants.
          2nd  level  (3  slots): alter self? hold person, knock*
          3rd  level  (3  slots): blink,*fireball, slow*    Misty Form. The vampiric mist can occupy another creature's
          4th level  (3  slots): polymorph/' stoneskin      space and vice versa.  In  addition, if air can  pass through a
          5th  level  (1  slot): telekinesis*               space, the mist can  pass through it without squeezing. Each
          *Transmutation spell of 1st level or higher       foot of movement in water costs it 2 extra feet , rather than  l
                                                            extra foot. The mist can't manipulate objects in  any way that
          Transmuter's Stone. The transmuter carries a magic stone it
                                                            requires hands; it can apply simple force only.
          crafted that grants its  bearer one of the following effects:
                                                            Sunlight Hypersensitivity. The vampiric mist takes 20  radiant
          ,  Darkvision out to a range of 60 feet
                                                            damage when it starts its turn in  sunlight. While in  sunlight,
          ,  An  extra 10 feet of speed while the bearer is  unencumbered
                                                            the mist has disadvantage on attack rolls and ability checks.
            Proficiency with  Constitution saving throws
          ,  Resistance to acid, cold, fire,  lightning, or thunder damage
                                                            ACTIONS
            (transmuter's choice whenever the transmuter chooses
            this benefit)                                   Blood Drain. One creature in the vampiric mist's space must
                                                            make a DC  13 Constitution saving throw (undead and con-
          If the transmuter has the stone and casts a transmutation spell   structs automatically succeed). On a failed  save, the target
          of l st level or higher, it can change the effect of the stone.   takes 10  (2d6 + 3)  necrotic damage, its hit point maximum is
                                                            reduced by an amount equal to the necrotic damage taken, and
          ACTIONS                                           the mist regains hit points equal to that amount.
          Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one   This reduction to the target's hit point maximum lasts until
          target. Hit:  2 (ld6 - 1)  bludgeoning damage, or 3 (ld& - 1)   the target finishes a long rest. It dies if this effect reduces its hit
          bludgeoning damage if used with two hands.        point maximum to 0.


                                                                                     APPENDIX  BI  CREATURES
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