Siphoning Aura. Whenever a creature ends its turn within 5 feet of the scarlet mist, the target must succeed on a DC 14 Constitution saving throw (undead and constructs automatically succeed), taking 7 (2d6) necrotic damage on a failed save, increased to 14 (4d6) necrotic damage if the target is affected by the scarlet mist's life draining curse. The mist gains temporary hit points equal to the damage its aura caused.
Tethered Flight. The scarlet mist can only fly within 10 feet of an object or surface able to support the weight of a Medium sized creature. It can spread its weight over a 10 foot wide area, allowing it to fly across water or quicksand and fly across the top of a tree or wheat field, but this counts as difficult terrain. If the mist moves further than 10 feet from such support, it descends to the ground without taking any falling damage.
Mist 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..
Sensitivity to Light & Flame. If a scarlet mist takes any amount of fire damage or radiant damage, it loses all its damage resistances until the start of its next turn.
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8+3) necrotic damage, or 28 (4d8 + 2d6 + 3) necrotic damage if the target is affected by the scarlet mist's life draining curse. In addition, the target must succeed on a DC 14 Constitution saving throw (undead and constructs automatically succeed), or be cursed to take an additional 7 (2d6) necrotic damage whenever they take necrotic damage. This life draining curse lasts until the end of the mist's next turn.
Wave of Lethargy. Every creature within 10 feet of the scarlet mist must succeed at a DC 14 Constitution saving throw or take 5 (1d10) psychic damage plus 5 (1d10) necrotic damage (increased to 12 (1d10 + 2d6) necrotic damage if target affected by the scarlet mist's life draining curse), and be slowed until the end of the mist's next turn.
Misty Movement. The scarlet mist moves up to 30 feet; this movement doesn’t provoke opportunity attacks.
Description
A scarlet mist is a vaporous undead creature whose body is a clump of fog that stinks of blood. It turns into streamers of mist when moving rapidly, but must coalesce into a ghostly humanoid shape to attack. A scarlet mist is normally as white as a cloud, but flushes crimson whenever it drains blood.
Bodiless Thirst. Scarlet mists are not intelligent, being barely more sapient than animals. Their sole motivation is an insatiable thirst for blood which drives them to attack any living intruders who disturb them.
Haunts of Mists and Ruins. Much like regular ghosts, a scarlet mist is tied to a place and never leaves its territory. They always inhabit misty or foggy places, often haunting ruined buildings on desolate shores, swamps or moors. Scarlet mists can be summoned by necromancers who bind them to guard their lairs. The necromancer's living servants fear and avoid these sentinels, for even if the mist is strictly ordered never to attack its master's minions its blood-drinking aura will still harm them.
(This version is modelled after the Vampiric Mist from the 4E D&D adventure "Vainglorious" by Daniel Helmick in Dungeon Magazine #221 (December 2013).)
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