Devouring Mist
Large undead, neutral evil
Armor Class
15 (natural armor)
Hit Points
123 (19d10 + 19)
Speed
0 ft., fly 40 ft. (hover)
STR
7 (-2)
DEX
19 (+4)
CON
13 (+1)
INT
8 (-1)
WIS
16 (+3)
CHA
16 (+3)
Damage Immunities
cold, necrotic, poison
Damage Resistances
acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses
darkvision 60 ft., passive Perception 15
Skills
Perception +7, Stealth +8
Languages
--
Challenge
10 (5,900 XP)
Mist Form. The devouring 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. The mist moves through water as if it were difficult terrain. The mist can’t use objects in any way that requires hands; it can apply simple force only.
Blood Sense. The devouring mist can sense living creatures that have blood or similar vital fluids in a radius of 60 feet.
Sunlight Hypersensitivity. The devouring mist takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks
Actions
Blood Drain. One creature other than a construct or undead that is in the devouring mist’s space must make a DC 16 Constitution saving throw. On a failed save, the target takes 28 (8d6) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. In addition, the mist regains hit points equal to that amount. This reduction to the target’s hit point maximum lasts until the target finishes a long rest. It dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under the mist’s control, unless the humanoid is restored to life or its body is destroyed. The mist can have no more than twelve zombies under its control at one time.