Revision as of 21:29, 6 February 2026 by Gpe (talk | contribs) (Created page with "{{#invoke:C|c |name=Demon Mist Wraith |l=Transparent glassy {{L|Category|Humanoid creatures|humanoids}} with cracks in space instead of eyes. They have long claws and strands of light and darkness blowing around them. |d=Demon mist wraiths are the most common type of mist wraith found in heavy mists. Most types of mist wraith have a demon mist wraith variant as well. |r={{TextRank|c=Knight|n=2}} {{TextRank|c=Necromancer|n=2}} {{TextRank|c=Storm Mage|n=2}} {{TextRank|c=Co...")
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Looks: Transparent glassy humanoids with cracks in space instead of eyes. They have long claws and strands of light and darkness blowing around them.
Innate ranks: Innately rank 2 Knight. Innately rank 2 Necromancer. Innately rank 2 Storm Mage. Innately rank 2 Corsair. Innately rank 2 Thief.
Demon mist wraiths are the most common type of mist wraith found in heavy mists. Most types of mist wraith have a demon mist wraith variant as well.
Abilities:
Target is alive (but still undead) at 1 HP, although its maximum HP is halved (minimum of 1) until it completes a short rest. This does not count as a revival effect.
If proficient: Target has all HP restored, but its maximum HP is still halved. This does not count as a healing effect. If fluent: Target's HP is no longer halved.
On hit: Target is charmed.
On hit: Target is instantly transported to a random location within 10 feet. Roll to determine the direction and distance. If proficient: The location can be within 10 × P feet. If fluent: The location can be within 10 × F feet.
You may use your melee items as though they were your hand. You are not proficient nor fluent with abilities you use through your items.
If proficient: If you are proficient with an ability you use through your melee items, you regain the proficiency bonus for that ability. If fluent: If you are fluent with an ability you use through your melee items, you regain the fluency bonus for that ability.
While Ethereal, have at least 4 AV and appear to be wearing full plate. This is the case even when you are not actually wearing armor.
You must mana drain at least 3 creatures to death every day 24 hours or you start taking penalties. If 24 hours pass and you have not fed, you lose your your largest hit die and mana die. Your HP and MP maximums decrease by the value of those dice. For each additional 24 hours you go without feeding, you lose your next largest hit die and mana die. To restore lost hit dice and mana dice, you must feed more than normal. If you feed on at least 6 creatures within a 24 hour period, you restore 1 lost hit die and mana die.
You fly at half speed.
If proficient: You instead fly at full speed.
Attribute improvement: This ability sets your SNK score to a minimum of 5.
You count as being undead for the purposes of abilities, damage, and other effects. You also gain Ethereal Senses, Healing Sensitivity, Magical Durability, Mana Drain Touch, Undead Mind, and Undying Durability.
As you attack, choose either arm or leg. The damage gets dealt accordingly.
On critical hit: The target takes 2 hack damage on either arms or legs, depending on what you chose. On hit: The target takes 1 hack damage on either an arm or leg, depending on what you chose.
You go Ethereal or manifest back into the Material Realm.
You gain three random abilities from the mist abilities chart. If you roll the same ability twice, it is warded. If you roll it three times, reroll the third time.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your INT score to a minimum of 4.
Target is alive (but still undead) at 1 HP, although its maximum HP is halved (minimum of 1) until it completes a short rest. This does not count as a revival effect.
If proficient: Target has all HP restored, but its maximum HP is still halved. This does not count as a healing effect. If fluent: Target's HP is no longer halved.
On hit: Target is charmed.
On hit: Target is instantly transported to a random location within 10 feet. Roll to determine the direction and distance. If proficient: The location can be within 10 × P feet. If fluent: The location can be within 10 × F feet.
You may use your melee items as though they were your hand. You are not proficient nor fluent with abilities you use through your items.
If proficient: If you are proficient with an ability you use through your melee items, you regain the proficiency bonus for that ability. If fluent: If you are fluent with an ability you use through your melee items, you regain the fluency bonus for that ability.
While Ethereal, have at least 4 AV and appear to be wearing full plate. This is the case even when you are not actually wearing armor.
You must mana drain at least 3 creatures to death every day 24 hours or you start taking penalties. If 24 hours pass and you have not fed, you lose your your largest hit die and mana die. Your HP and MP maximums decrease by the value of those dice. For each additional 24 hours you go without feeding, you lose your next largest hit die and mana die. To restore lost hit dice and mana dice, you must feed more than normal. If you feed on at least 6 creatures within a 24 hour period, you restore 1 lost hit die and mana die.
You fly at half speed.
If proficient: You instead fly at full speed.
Attribute improvement: This ability sets your SNK score to a minimum of 5.
You count as being undead for the purposes of abilities, damage, and other effects. You also gain Ethereal Senses, Healing Sensitivity, Magical Durability, Mana Drain Touch, Undead Mind, and Undying Durability.
Limitation: Melee weapons only.
As you attack, choose either arm or leg. The damage gets dealt accordingly.
On critical hit: The target takes 2 hack damage on either arms or legs, depending on what you chose. On hit: The target takes 1 hack damage on either an arm or leg, depending on what you chose.
You go Ethereal or manifest back into the Material Realm.
You gain three random abilities from the mist abilities chart. If you roll the same ability twice, it is warded. If you roll it three times, reroll the third time.
| 1 | Impressionable |
| 2 | Knockback |
| 3 | Defy Death |
| 4 | Avoid |
| 5 | Speed |
| 6-40 | Memory Drain Touch |
| 41-50 | Immobilize |
| 51-60 | Displacement Strike |
| 61-70 | Displacement Poison Strike |
| 71-75 | Adept Knockback Aura |
| 76-80 | Extreme Self Detonate |
| 81-90 | Mana Drain Poison Strike |
| 91-94 | Memory Drain Poison Strike |
| 95 | Instant Teleport |
| 96-100 | See GM |
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your INT score to a minimum of 4.
Body Parts:
Prehensile ripping claws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.
1d10Normal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Prehensile Ripping Claw | 1d10 | -3 | AV0 | Normal (5 feet) | +2 | 0 lb. | -3 | Handy, Prehensile, Weapon | Body parts |