Page 247 - Mordenkainen's Tome of Foes Deluxe
P. 247

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                                                                VAMPIRIC  MIST
                                                                In billowing clouds of fog lurk vampiric mists, the
                                                                wretched remnants of  vampires that were prevented
                                                                from finding rest. Indistinguishable from the mists they
                                                                lurk within, they strike unseen and undetected to bleed
                                                                their victims dry.
                                                                 Former Vampires. Vampiric mists, sometimes called
                                                                crimson mists, are all that remain of vampires who
                                                                couldn't return to their burial places after being de-
                                                                feated or suffering some mishap. Denied the restorative
                                                                power of these places, the vampires' bodies dissolve into
                                                                mist. The transformation strips the intelligence and per-
                                                                sonality from them until only an unholy, insatiable thirst
                                                                for blood remains.
                                                                 Blood Thief. Indistinguishable from fog aside from
                                                                the charnel reek it exudes, a vampiric mist descends
                                                                on a creature and causes the blood in its body 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 smoke, which the mist 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 redder it gets, such
                                                                that it turns pink, then red, and finally a deep scarlet hue
                                                                tha.t rains blood droplets wherever it goes.
                                                                 Attracted to 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 more ready source of  blood.
                                                                 Undead Nature. A vampiric mist doesn't require
                                                                air or sleep.


           VAMPIRIC MIST                                        Forbiddance. The mist can't enter a residence without an invi-
            Medium undead, chaotic evil                         tation from one of  the occupants.
                                                                Misty Form. The mist can occupy another creature's space and
           Armor Class 13                                       vice versa. In addition, if air can pass through a space, the mist
           Hit Points 30 (4d8 + 12)    '                        can pass through it without squeezing. Each foot of  movement
           Speed 0 ft., fly  30 ft.  (hover)
                                                                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
              STR     DEX    CON     INT     WIS    CHA         manual dexterity.
             6 (-2)   16 (+3)   16 (+3)   6 (-2)   12 (+  1)   7 (-2)
                                                                Sunlight Hypersensitivity. The mist takes 10 radiant damage
           Saving Throws Wis +3                                 whenever it starts its turn in sunlight. While in sunlight, the
            Damage Resistances acid, cold, lightning, necrotic, thunder;   mist has disadvantage on attack rolls and ability checks.
             bludgeoning, piercing, and slashing from nonmagical attacks
           Damage Immunities poison                             ACTIONS
           Condition Immunities charmed, exhaustion, grappled,
                                                                Life Drain. The mist touches one creature in its space. The
             paralyzed, petrified, poisoned, prone, restrained
                                                                target must succeed on a DC 13 Constitution saving throw (un-
           Senses darkvision 60 ft., passive Perception 11
                                                                dead and constructs automatically succeed), or it takes 10 (2d6
           Languages -
                                                                + 3)  necrotic damage, the mist regains 10 hit points, and the
           Challenge 3 (700 XP)
                                                                target's hit point maximum is  reduced by an amount equal to
                                                                the necrotic damage taken. This reduction lasts until the target
           Life Sense. The mist can sense the location of  any creature
                                                                finishes a long rest. The target dies if its hit point maximum is
           within 60 feet of  it, unless that creature's type is construct
                                                                reduced to 0.
           or undead.
                                                                                                 "
           C H APTER  6  (  BESTI ARY
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