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.
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C H APTER 6 ( BESTI ARY

