Devouring Mist

Devouring Mist

This drifting nightmare resembles a cloud of dark red vapor about 10 ft. in diameter.

Devouring Mist CR 10

XP 9,600
NE Large undead (swarm)
Init +4; Senses darkvision 60 ft.; Perception +26

AC 13, touch 13, flat-footed 9 (+3 Dex, +1 dodge, –1 size)
hp 133 (14d12+42)
Fort +9; Ref +10; Will +12
Defensive Abilities channel resistance +4, swarm traits;
Immune undead traits, weapon damage; SR 24
Weaknesses swarm traits

Speed fly 40 ft. (perfect)
Melee swarm (blood drain)
Space 10 ft.; Reach 0 ft.
Special Attacks create spawn, distraction (DC 20)

Str 1, Dex 19, Con —, Int 8, Wis 16, Cha 16
Base Atk +10; CMB —; CMD—
Feats Dodge, Great Fortitude, Improved Channel Resistance*, Lightning Reflexes, Mobility, Skill Focus (Perception), Skill Focus (Stealth)
Skills Fly +27, Perception +26, Stealth +20 (+30 in the Bloodways); Racial Modifiers +10 circumstance bonus on Stealth checks while in the red mists of the Bloodways

Blood Drain (Ex)

Creatures in the devouring mist’s space at the end of its movement each round take 1d4 points of Constitution damage as it siphons blood out of the victim’s body. For every point so drained, the devouring mist heals 5 hit points of damage. Creatures without blood take no damage from the devouring mist.

Create Spawn (Su)

Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type.

Editor’s Note

Improved Channel Resistance? Yeah, we can’t find it either. Appears to improve channel resistance. Go figure.