This material is published under the OGL
Fog Spirit
Size/Type: Medium Undead (Incorporeal)
Hit Dice: 6d12 (39 hp hp)
Initiative: +4
Speed: 120 ft.
Armor Class: 14 (+2 Dex, +2 deflection), touch 14, flat-footed 12
Base Attack/Grapple: +3/—
Attack: Touch +5 melee (1d8 and chilling touch)
Full Attack: Touch +5 melee (1d8 and chilling touch)
Space/Reach: 5 ft./5 ft.
Special Attacks: Chilling Touch
Special Qualities: Damage Reduction 15/magic, Incorporeal Traits, Mist Walk, Undead Traits, Vulnerability To Fire
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 10, Dex 15, Con —, Int 9, Wis 9, Cha 14
Skills: Bluff +7, Hide +9, Knowledge (Religion) +2, Listen +7, Spot +7
Feats: Alertness, Improved Initiative, Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral
Advancement: 7-12 HD (Medium); 13-18 (Large)
Level Adjustment:

An undulating mist coalesces into the form of a humanoid. With wide eyes, the figure watches your movements carefully. Every creature hides a secret fear. For the fog spirit, that fear is fire. Whether fire slew the creature in life or was just its terrible phobia, the emotion was intense enough at the time of unnatural death to reform its essence as a fog spirit. Appearing as misty forms of their former selves, fog spirits now possess a chilling aspect and are formed in this one image of water in an instinctively protective way.

Trapped in a misty body, the fog spirit drifts lazily within natural fog banks it encounters until something peaks its interest. It then moves to watch the event unfold, never interfering unless provoked. Fog spirits have a need to watch the life it can no longer live. A fog spirit speaks whatever languages it knew in life but rarely does so, preferring to instead witness events without interfering in them.

Combat Edit

Evil fog spirits work their mischief through lies and treachery, sending would-be saviors into hazardous traps and pitfalls. If confronted, they use their affinity with the mists to their advantage, seeming to strike from every direction at once and leeching the warmth from their victims' bones with their chilling touch.

Chilling Touch (Su): The fog spirit's touch is colder than ice. Victims hit by the fog spirit must make a DC 15 Fortitude save or take 1 point of temporary Constitution damage in addition to the normal damage from the blow. Lost Constitution points heal at the rate of one per hour. The save DC is Charisma-based.

Mist Walk (Su): Within the bounds of the misty fog, the fog spirit can make attacks on a victim at the beginning, middle, or end of its movement, as desired.

Treasure Edit

None — As an incorporeal wanderer, the fog spirit has no interest in treasure of any kind, much less a lair to keep it in.

In Your Campaign Edit

Fog spirits might work best in your campaign as undead to be role-played. As combatants, they can be useful in frightening PCs in foggy alleyways, but their commonly neutral alignments make for more interesting creatures. As witnesses, fog spirits may be needed to shed light on a recent incident—a murder or robbery the PCs are investigating, for example. The fog spirit is capable of speech but how to get it to converse (much less finding it in the first place), could be part of the challenge. Characters who know about the creature's intense fear of fire can actually use that as a lure. Building a great bonfire outside of town has a good chance of attracting a fog spirit, for while it might be afraid of the inferno, it is irresistibly drawn to it if only to discern its cause.

Back to Main Page3.5e Open Game ContentMonsters
Back to Main Page3.5e Open Game ContentSourcebooksDread CodexMonsters

Community content is available under CC-BY-SA unless otherwise noted.