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 Over-Category: Esthephage 
 Kingdom: Undead 
Esthephages do not “eat” in the traditional since as biophages; however, they still have a need to consume from an energy source to maintain the vigor and life energies of their lifesong. That source is forms of emotional feelings and social ambiance.
Called “feratu” by sages, undead is the name most call the formerly living creatures who have been brought to a horrifying state of non-living animation through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.
All undead have spirit sight out to 60 feet. However, others may have special vision as well. They have immunity to all mind-affecting effects (charms, compulsions, phantasms). They are not subject to morale. Undead are also immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Undead do not breathe, eat food, or sleep.

Vampire, Crimson Mist 

A thick crimson haze floats through the air. Every few seconds, some of the mist coalesces into a drop of liquid that spatters beneath it, leaving a thin trail of blood in its wake. The crimson mist is weightless and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing. However, the most frightening aspect of this undead is the way it feeds. Whenever the crimson mist deals necrotic damage to a living creature with blood in its body, the creature’s body maximum is temporarily reduced by the same amount and the mist regains the damage dealt. The reduction lasts until the victim finishes a long rest - a rest where no body points are restored; however, should the victim be reduced to body maximum of 0, then the target dies. The mist is not without restrictions, however; it has what are known as the vampyric flaws: it cannot enter a residence without an invitation; it suffers 2d4 points of smite damage if ending its turn above or in running water; the mist takes 2d6 points of smiting damage when it starts its turn in sunlight - and further it has disadvantage on attack rolls and ability checks when in sunlight. However, it is resistant to acid, lightning, bludgeoning, piercing, and slashing. The mist is also immune to cold, necrotic and poison. It has spirit sight and dark vision. It, however, cannot speak.

Body: 34 ( STR:8, AGIL:6, RESIL:9 )
Mind: 16 ( LOGIC:4, PERC:4, JUDG:3 )
Spirit: 13 ( WILL:3, FAITH:3, MUSE:3 )
Movement: 60 feet
Size Category: Medium 
Armor Class: 14
Attack: Blood-Feast
Number of d20s: 1
To-Hit Modifier: +8
Damage Type: necrotic
Damage: 5 pts