Armor Class
15
Natural Armor
Hit Points
147
(6d12 + 18)
Speed
25 ft.
STR
17
(+3)
DEX
20
(+5)
CON
17
(+3)
INT
6
(-2)
WIS
10
(+0)
CHA
8
(-1)
Saving Throws
DEX +8
Damage Resistances
Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Poison
Condition Immunities
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses
Darkvision 60 ft., Passive Perception 10
Languages
--
Challenge
6 (2,300 XP)
Proficiency Bonus
+3
Traits
Misty Form. The elemental can enter a hostile creature's space and vice versa. In addition, if air can pass through a space, the elemental can pass through it without squeezing. Each foot of movement in water costs 2 extra feet, rather than 1 extra foot. The elemental can't manipulate objects in any way that requires fingers or manual dexterity.
Unusual Nature. The elemental doesn't require air or sleep.
Actions
Multiattack. The elemental makes two attacks.
Churning Burst. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 23 (3d8+3) bludgeoning damage.
Deathly Chill (Recharge 4–6). Each creature in the elemental's space must make a DC 14 Constitution saving throw. On a failure, a creature takes 10 (1d8+5) cold damage plus 10 (1d8+5) necrotic damage and is restrained until the end of its next turn unless it has resistance or immunity to cold or necrotic damage. On a success, a creature takes half as much damage and isn't restrained.
Bonus Actions
Terrifying Transformation (Recharge 5-6). As a bonus action, the elemental can temporarily transform a single target creature occupying the elemental's space into a monster from the numerous Domains of Dread. The target creature must make a DC 15 Constitution saving throw. On a success, the creature only takes 10 (1d8+5) cold damage plus 10 (1d8+5) necrotic damage and is restrained until the end of its next turn unless it has resistance or immunity to cold or necrotic damage. On a failure, the creature rolls 1d6, transforms into a monster from the Terrifying Transformation table, takes on a steaming, misty aura, and becomes hostile toward all creatures except mist elementals. The effects of the transformation wear off and the creature returns to its original state after the creature or the elemental that transformed it has been defeated.
Terrifying Transformation Table (1d6)
- Darkonian Wight (Monster Manual, p. 300)
- Kartakan Werewolf (Monster Manual, p. 211)
- Bluetspurean Vampiric Mind Flayer (Van Richten's Guide to Ravenloft, p. 252)
- Tepestani Annis Hag (Monsters of the Multiverse, p. 47)
- Mordentish Ghost (Monster Manual, p. 147)
- Barovian Vampire Spawn (Monster Manual, p. 298)
Description
Greater Mist Elementals weaponize the dread of the mists of Ravenloft. Not content with simply corrupting the imprisoned denizens of the Dark Powers' domain or the unwary adventurer, these huge, living fog banks of malice channel and exert the very corruption that saturates their environment. Unlucky creatures caught within the elemental's grasp may find themselves transformed into terrifying monsters drawn from the various Domains of Dread.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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7/11/2023 8:31:03 PM
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31
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2
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2023-07-01
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Coming Soon
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7/11/2023 8:57:45 PM
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25
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2
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2023-07-04
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Coming Soon
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