This semi transparent being has the appearance of a humanoid wrapped in a soggy funeral shroud. Long claws extend from the arms of the shroud, when its hood is thrown back a nose-less, ear-less face filled with needle like fangs and sunken black eye-sockets that glow with two wicked golden points of light. The creature has no apparent legs, seeming to hover inches from the ground, its “feet” nothing more than foul swirling vapors.
Str 13, Dex 16, Con 19, Int 14, Wis 14, Cha 17
An opponent hit by a brume’s claw attack must succeed on a DC 20 Will save or forget everything that has happened in the last 1d6 hours (treat this as a modify memory spell). The save DC is Constitution-based. Even if the save is successful, the opponent acts as if affected by a confusion spell (caster level 13th) for 2d4 hours. The confusion effects can be removed using break enchantment, dispel magic, or greater magic.
A brume’s insubstantial form gives it immunity to poison and critical hits. It cannot run, wear armor, or enter water or other liquids. It can pass through holes and small openings—even cracks. It can also occupy spaces occupied by its enemies. (This ability is similar to a gaseous form spell—note the brume is not subject to wind effects like the gaseous form spell allows.) Any piercing or slashing attack against a brume has a 20% miss chance. Bludgeoning attacks deal damage normally.
A brume can automatically pinpoint the location of any living creature within 120 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
A brume is effectively invisible in fog, smoke, or mist.