Gargantuan Undead, Any Alignment
Armor Class 13
Hit Points 120 (10d20 + 15)
Speed 0 ft., Fly 5 ft.
STR
6 (-2)
DEX
20 (+5)
CON
14 (+2)
INT
12 (+1)
WIS
18 (+4)
CHA
2 (-4)
Saving Throws DEX +8, WIS +7
Skills Animal Handling +6, Nature +6, Perception +5
Damage Vulnerabilities Thunder
Damage Immunities Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision Inside Itself, Tremorsense Inside itself, Passive Perception 24
Languages any known in life
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Avatar of the Mist. The mist is immune to any attacks against it unless those attacks target its Avatar. The mist must have an avatar who can manifest anywhere in the mist as a ghostly figure in the mist that resembles the druid's spirit. The mist can only take actions towards a creature if the avatar is within 60 ft of it. The avatar shares any stats with the Mist and can move 80 ft in any direction as long as it is in the mist.

Movement sense. The mist can sense any movement within itself.

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 only manipulate objects that require dexterity with its avatar.

 

Actions

Multiattack. The mist makes Lashes out twice and then makes a Forceful Wind attack.

Lash Out. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 18 (2d12 + 5) necrotic damage. 

Forceful Wind. The mist chooses one creature within 45 ft of its avatar to make a dc 16 constitution saving throw. On a failure the creature takes 7 (2d6) bludgeoning damage and is forced to move 10 ft in any direction not provoking opportunity attack. On a successful save the creature takes half as much damage and is not forcefully moved.

Description

When a druid is slain on their own sacred ground, in an act of will power and many times vengeance the druid’s soul fuses with the land itself becoming a blighted mist. Often emitted from the place the druid fell comes a thick fog rolling over the land. This fog covers areas as small as a grove or as large as a forest. This giant restless spirit will not rest until someone takes up the mantle of protecting its now accursed grounds.

Lair and Lair Actions

A blighted land long abandoned by nature only kept alive by a long dead druid's desire to keep their promise to this land. Covered in a thick layer of fog which is exactly the body of this creature, this lair is often dark and roamed by undead animals the druid wont let die.

Lair Actions

On initiative count 18 (losing initiative ties), the mist takes a lair action to cause one of the following effects; the Mist can’t use the same effect two rounds in a row:

  • The mist awakens nearby dead plants summoning 1d4-1 (minimum 1) Twig Blights. These Twig Blights take initiative directly after the lair action. If the mist is vanquished the Twig Blights immediately die.
  • The fog thickens around the area the fight is taking place until the lair chooses a new effect the area becomes heavily obscured to all but the mist itself who can still see. Along with this the mist can move up to 10 ft.
  • The mist emits an eerie glow, any hostile creature within the mist must make a dc 15 wisdom saving. On a failure the creature takes 7 (2d6) necrotic damage, and half as much on a success. 

Regional Effects

The region containing the mist is cursed, which creates one or more of the following effects:

  • The mist causes undead animals to roam its domain. These animals do not act undead but are in an active state of decay. If the mist is attacked these animals will become hostile to the attackers.
  • The mist causes the area to be overgrown with dying plants. Anyone inside the mist is in difficult terrain unless they are not touching the ground.
  • As an action the mist can cast Major Image (Spell Save DC 10) requiring no components and not requiring concentration. This illusion shifts along with the fog and is easily discernible as fake.

If the mist dies, these effects fade over the course of 1d8 days.

Archaeocrat

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