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

