Large Undead, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 179 (17d10 + 85)
Speed 40 ft.
STR
23 (+6)
DEX
16 (+3)
CON
21 (+5)
INT
16 (+3)
WIS
17 (+3)
CHA
14 (+2)
Saving Throws STR +10, CON +9, WIS +7, CHA +6
Skills Perception +7, Stealth +7
Damage Resistances Acid, Cold, Psychic
Damage Immunities Lightning, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting. The foglet's innate spellcasting ability is wisdom (spell DC 15). The foglet can innately cast the following spells, requiring no material components:

At will: gaseous form (self only), invisibility (self only), major image, mirror imagemirage arcane

Rejuvenation. When the foglet's body is destroyed, a will-o'-wisp appears in its space. If the will-o'-wisp escapes, after 24 hours, it will inhabit another corpse on the same plane of existence and regains all its hit points, turning into a new foglet. Destroying the will-o'- wisp prevents the foglet from returning.

Actions

Multiattack. The foglet makes two claws attacks.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 6) slashing damage.

Killer Fog (Recharge 5-6). The foglet call forth a fog haunted by smoke doubles of itself. A 30-foot-radius fog appears, centered on a point within 60 feet of the foglet and lasting for 1 minute or until its concentration ends (as if concentrating on a spell). The fog spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. A creature’s speed is halved in the area. Any creature that starts its turn in the area takes 10 (3d6) psychic damage. Any creature that ends its turn in the area must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) slashing damage as illusory foglets attack it from every side. Foglets are immune to these effects.

Summon Wisp (Recharge 5-6). The ignis fatuus can summon 1d4 will-o’-wisp, a summoned creature appears in an unoccupied space within 60 feet of the foglet, acts as an ally of its foglet. It remains for l minute, until it or its foglet dies, or until the foglet dismisses it as an action.

Description

If night ever catches you in the swamps, stay put and wait for dawn, even if it means standing waist-deep in water with leeches crawling down your trousers. Most important of all, if you see a light in the fog, never, and I mean never, go towards it. — Johannes Strudd, guide

Lurker in the Fog. Fog is the traveler's foe. In the forest, it can make one lose one's way, at sea, it can send one sailing into the rocks. Yet such dangers are nothing compared to the monsters known as foglets which sometimes lurk within it. These creatures have powerful arms and claws, yet what makes them truly dangerous is their mastery of deception, beguilement and disorientation. Many times they need not attack at all, instead simply driving their prey to madness or into boggy marshlands, after which they wait patiently for it to drown in the muddy waters.

Dark Soul. Like ghastly glowworms, their bodies emit a pale light they use to lure those lost in the fog towards the ravines, swamps or caves in which they make their lairs. Legends say that foglets are will-o’-wisps coming from the soul of truly despicable killers. After a time, once they consumed enough life force, they inhabit a corpse and twist it into a monstrous foglet, becoming material and free to kill once more. In parts of the world where the evil lights are common occurrences, cultures tend to practice cremation as a funeral rites, to prevent corpse to be inhabited by these spirits.

Eerie Land. Foglets can appear wherever thick fog arises: swamplands, mountain passes or the shores of rivers and lakes. If no fog is forthcoming, they can create or summon it themselves. By manipulating fog they can separate travelers from each other, hide trails and deafen noise. While foglets can disappear at will, watching for moving patches of fog or grass swaying in a path leading directly to their victims is one way to identify their location.

Vicious Fighter. Rapidly thickening fog tends to be a sign that foglets are close. When fighting foglets, an adventurer must remain calm and keep his wits about him no matter what. Since foglets can take on immaterial form, a slight shimmer of air or a rustle in the grass might be the only clues an adventurer has to their location. Foglets create illusions of themselves that can cause physical harm, while the real foglet stalks the area.

Undead Nature A foglet doesn't require air, food, drink or sleep.

Ignis Fatuus

Particularly old and vicious foglets are called ignis fatuus. Over their long existence they have mastered the art of trickery and can dissimulate their lair through intricate illusions. They will often attract other wicked souls, will-o’- wisp, and have the ability to summon a deadly lingering fog.

Lair and Lair Actions

Ignis Fatuus make their lair is deep cave networks or abandoned keeps. They usually pick places with strong magical connection, like places of power or wild magic, somehow feeding on its energy.

Regional Effect

The region containing an ignis fatuus is tainted by the creature's presence, creating the following magical effects:

  • Large patches of thick fog roll over the countryside at all time, carrying a strong metallic smell. The area is heavily obscured and creatures are unable to breathe within it. A wind of moderate or greater speed (at least 10 miles per hour) disperses it for an hour.
  • People easily become lost in the region. All Wisdom (Survival) checks are made with disadvantage. Creatures that cannot be charmed are unaffected.
  • Will-o'-wisps gather in the region, congregating like moth around a flame.

When the ignis fatuus is destroyed, all of these regional effects fade instantly.

Habitat: CoastalForestGrasslandHillMountainSwamp

EleKTriiK

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