THE SHARED REFERENCE Adventurer

Monster

Vampiric Mist

Outside your table’s allowed sources

Official reference · MPMM · 2014

Creature type
Undead
Size
Medium
Armor class
13
Hit points
30 (4d8 + 12)
Speed
Fly 30 ft. (hover)
Challenge rating
3
Alignment
Chaotic Evil
Strength
6
Dexterity
16
Constitution
16
Intelligence
6
Wisdom
12
Charisma
7
Passive Perception
11
Saving Throws
wis: +3
Senses
darkvision 60 ft.
Resistances
acid, cold, lightning, necrotic, thunder, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Immunities
poison
Condition Immunities
charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Traits

Life Sense

The mist can sense the location of any creature within 60 feet of it, unless that creature's type is Construct or Undead.

Forbiddance

The mist can't enter a residence without an invitation from one of the occupants.

Misty Form

The mist can occupy another creature's space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement 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 manual dexterity.

Sunlight Hypersensitivity

The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks.

Unusual Nature

The mist doesn't require air or sleep.

Actions

Life Drain

The mist touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (Undead and Constructs automatically succeed), or it takes 10 (2d6 + 3) necrotic damage, the mist regains 10 hit points, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

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