Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Blood Siphon
When a vampiric mist damages a creature with a misty tendril Strike, the creature must attempt a DC 20 Fortitude save. If the Strike was a critical hit, the outcome of the creature's save is one degree worse than the result of the saving throw. Any temporary Hit Points the vampiric mist gains from Blood Siphon fade after 1 hour. Success The creature is unaffected. Failure The creature is drained 1, and the vampiric mist gains 5 temporary Hit Points. Critical Failure The creature is drained 2. The vampiric mist gains 10 temporary Hit Points and takes on an intense red until the end of its next turn. During this time, it gains a +2 status bonus to AC and saves and is quickened. It can use its extra action only to Strike.
Ability
Misty Form
A vampiric mist's body is composed of a semisolid red mist similar in consistency to thick foam. This enables a vampiric mist to move through spaces as narrow as 1 inch in diameter with no reduction to its Speed. However, a vampiric mist can't wear or interact with objects. It also can't enter water or other fluids, and it's treated as Tiny for the purpose of how wind affects it.
Ability
Sense Blood
A vampiric mist can sense creatures that have blood within 60 feet. It can sense exposed blood within a mile.
Offense
Melee
Circumstance: combat round (melee)
misty tendril +10 [+6/+2] (agile, finesse), Damage 2d6 slashing damage plus 1d6 persistent bleed damage and blood siphon
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Immunity
precision
Language
Aklo
Perception
darkvision
sense blood (imprecise) 60 feet
Resistance
physical 5
Weakness
fire 5