Vampiric Mist

Vampiric Mist

Medium undead
Challenge

STR
−2
DEX
3
CON
3
INT
−2
WIS
1
CHA
1

30
4d8+12
15
Fort
+3
Ref
+0
Will
+2
Damage resistances acid, cold, concussion, lightning, necrotic; bludgeoning, piercing, and slashing from attacks that aren’t silvered
Damage immunities poison
Condition immunities bleeding, charmed, diseased, exhausted, grappled, paralyzed, petrified, poisoned, prone, restrained

Speed 0 m., fly 5 m. (hover)
Skills Occult (cha) +2 (13)
Senses darkvision 10 m.

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

Life Sense. The vampiric mist can sense the location of any creature within 10 meters of it, unless that creature’s type is construct or undead.

Misty Form. The vampiric mist can occupy another creature’s space and vice versa. In addition, if air can pass through a space, the vampiric mist can pass through it without squeezing. The distance it moves while through water is halved. The vampiric mist can’t manipulate objects in any way that requires fingers or manual dexterity.

Spellcasting. The vampiric mist uses Occult (cha) to cast spells (spell save Difficulty 11, +2 to hit with spell attacks). It has 6 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will): blood siphon

1 mana: analyze blood, avasculate, blood drain, blood puppet, blood purge, blooddrinking weapon, bloodletting strike

Sunlight Hypersensitivity. The vampiric mist takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on skill checks and saving throws.

Actions (1)

Life Drain (1/turn). The vampiric mist touches one creature in its space. The target must succeed on a Difficulty 13 Fortitude saving throw (undead and constructs automatically succeed) or take 22 (5d8) necrotic damage, and the vampiric mist regains health equal to the total damage dealt.

Arctic, Coastal, Forest, Grassland, Mountain, Swamp, Underdark, Urbanmtof

Spells

As an action, you siphon life force from a creature that you can touch or see within 5 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature is a construct or an undead or has no blood in its body, the spell has no effect on it.

On a failure, it takes 1d6 necrotic damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

You gain temporary health equal to half the amount of necrotic damage dealt.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

As you spend 1 minute to cast this spell, you touch at least one drop of blood to analyze the creature to which the blood belongs. You learn the creature’s species, gender, or age category such as adolescent, adult, or elderly (your choice).

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to learn all three details about the creature.

  • You can expend 1 additional mana to learn when and how the creature lost the blood, any kind of disease or poison in the blood, or any level of radiation in the blood.

As an action, you violently purge the blood from the body of a creature that you can touch or see within 10 meters through its skin. The creature must make a Fortitude saving throw.

On a failure, it loses 4d8 health and is bleeding 2.

On a critical failure, it loses twice as much health and is bleeding 4.

On a success, it loses half as much health and is bleeding 1.

On a critical success, it loses no health.

Augment

You can increase the damage by 5d8 for each additional mana expended.

As an action, you siphon life force from a creature that you can touch or see within 10 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature has no blood in its body, the spell has no effect on it.

On a failure, it takes 3d8 necrotic damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

You regain health equal to half the amount of necrotic damage dealt.

Augment

You can increase the damage by 3d8 for each additional mana expended.

As a reaction, which you use when a creature is reduced to 0 health within 10 meters of you, you can take control of the creature’s body as it falls. The creature must have blood in its body or this spell fails.

That creature immediately makes a single weapon attack against a target of your choice within its reach and the attack deals extra damage equal to your spellcasting ability.

As an action, you can manipulate the vitality of a creature within 10 meters to expunge a corruption in their blood. The target creature can immediately make a saving throw against an effect afflicting it.

The creature must have blood in its body or this spell has no effect.

concentration, 5 minutes/mana

As an action, a weapon that deals piercing or slashing damage that you touch thirsts for blood. For the duration, the weapon deals an extra 1d4 damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d4 for each additional mana expended.

  • You can expend 1 additional mana to cause an additional weapon you touch to thirst for blood.

As an action, make a weapon attack.

On a hit, add 1d10 + your spellcasting ability damage to the attack’s damage roll and the creature is bleeding 2.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment

You can increase the damage by 2d10 and the bleeding level by 1 for each additional mana expended.