Neutral Evil Man-sized Monster
FREQUENCY: Very rare
NO. APPEARING: 1
SURPRISE: 33% — Others +50%
SENSES: infravision
ARMOR CLASS: 0
MOVE: fly 12" (Class B)
HIT DICE: 13 (hp 58)
% IN LAIR: 60%
TREASURE TYPE: Z
THAC0: 9
MELEE: touch (3d10 blood drain)
SPECIAL ATTACKS: blood drain - Hits As: +4
SPECIAL DEFENSES: gaseous, DR/+2 (magic-none)
WEAKNESS: nil
MAGIC RESISTANCE: 155%
INTELLIGENCE: Genius (17-18)
MORALE: +65%
SAVES: Poison 5, Petrify 6, Wand 7, Breath 5, Spell 8
LEVEL: IX (XP 7,050 + 18 per hp)
This man-shaped monster dwells only in bogs and similar marshy places where chill and damp prevail. It is a pale, vaporous creature, well able to conceal itself in the mists and fogs of its habitat.
Because of the generally insubstantial nature of a crimson death creature, it is normally armor class 0 and hit only by magic weapons of +2 or better. However, immediately after feeding, the monster takes on substance, dropping to armor class 4 and being subject to +1 or better magic weapons. This condition lasts for 6 turns after feeding. Movement is also slowed.
The monster is called crimson death because, after surrounding its victim with vaporous tentacles and draining all of the victim's body fluids, the monster flushes crimson.
Until fed, the monster is nearly undetectable and surprises prey 5 in 6 (1d6, 1-5 equals surprise).
In order to conceal its presence, the monster will typically drag the remains of its victims to a bottomless bog or to its own den. The den is usually a thicket, a hollowed-out place under a windfall, or an undercut bank. In its den, the monster will collect valuable items from victims so that these goods can later be used as a bribe or lure for other victims.
Environment. Temperate/sub-tropical, uninhabited/wilderness areas (marsh)
Neutral Evil Man-sized Monster
FREQUENCY: Rare
NO. APPEARING: 1-3
SURPRISE: 33% — Others +50%
SENSES: infravision
ARMOR CLASS: 4
MOVE: fly 12" (Class B)
HIT DICE: 3 (hp 24)
% IN LAIR: 60%
TREASURE TYPE: E
THAC0: 16
MELEE: touch (1d8 blood drain)
SPECIAL ATTACKS: blood drain, envelop - Hits As: normal
SPECIAL DEFENSES: gaseous, immune to spells
WEAKNESS: nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +15%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: IV (XP 280 + 3 per hp)
The vampire mist is related to the crimson death, and is suspected to be the immature form of that horror. It appears as a pale cloud, normally 5-8 feet in diameter but variable in size and density. It is encountered only in bogs, swamps, and similar chill and damp places, including dank subterranean areas.
Healthy vampire mists have maximum hit points (8 per die), but are almost never encountered in this state. A 'mist loses 1 hp for each 12 hours without feeding, and is thus always hungry when encountered wandering. It regains hit points by enveloping its victim with its gaseous tendrils, and draining the victim's fluids, turning a pink hue after feeding. The 'mist regains 1 hit point for each 2 points of blood drained, but this is not regeneration.
Though this is the 'mist's primary reason for attacking, it is quite capable of defending itself even when fully sated. The slightest touch of its airy tendril inflicts 1-8 points of damage, draining blood that the monster simply discards. Non-magical protections are usually of no value against the 'mist's attacks. Character types are thus treated as base AC 10, modified only by Dexterity and magical protections (shields having no effect).
If the 'mist's hit roll is 4 or greater than the minimum needed, its enveloping attempt is successful. No further hit rolls are needed; the 'mist automatically inflicts 1d8 points of damage each round thereafter until it flees or is slain.
If the 'mist is struck while its victim is enveloped, the damage from the blow is divided evenly between the victim and the 'mist. An enveloped victim may attack the mist physically, without risk of sharing the damage. However, the enveloping damage is constant, disrupting concentration, and thus preventing the victim's use of spells and most magical devices.
A 'mist can normally be damaged only by magical weapons and spells that affect air, including lightning and magic missile spells.
After feeding, however, the monster takes on substance; it slows to 6" rate, its Armor Class drops to 8, and it can then be damaged by normal weapons.