Fogfather
Huge elemental, neutral evil
Every harbour fog has a thick place where the bell sounds wrong. The fogfather is that place with opinions. It keeps the customs hulk's bell and rings it when it pleases, which is how the Drift learned to count its dead by sound. When the bell rings twice, stay off the mud.
Armor Class 16 (dense fog)
Hit Points 230 (20d12 + 100)
Speed 0 ft., fly 50 ft.
- STR
- 20 (+5)
- DEX
- 16 (+3)
- CON
- 20 (+5)
- INT
- 12 (+1)
- WIS
- 16 (+3)
- CHA
- 14 (+2)
Saving Throws Con +9, Wis +7
Skills Perception +7
Damage Resistances cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses blindsight 60 ft., passive Perception 17
Languages Auran, Common
Challenge 11
Traits
Legendary Resistance (2/Day). If the fogfather fails a saving throw, it can choose to succeed instead.
Enveloping Mist. A 20-foot-radius sphere of fog surrounds the fogfather and moves with it. The area is heavily obscured to creatures other than the fogfather.
Actions
Multiattack. The fogfather makes two mist slam attacks.
Mist Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 37 (5d12 + 5) bludgeoning damage.
Lightning Exhale (Recharge 5–6). The fogfather discharges the storm it carries. Each creature in a 40-foot line must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failure, or half as much on a success.
Legendary Actions
Mist Slam. The fogfather makes one mist slam attack.





