
Original generation · R21 Media Group
Fogmaw
Large aberration, chaotic evil
The bay fog off Saltspire comes in most evenings and takes nothing. Perhaps twice a year it comes in and a boat is missing by morning, with the oars shipped and the catch still in the bottom. Fogmaws have no eyes and have never needed them. They are the reason the harbour bell is rung on still nights as well as loud ones.
Armor Class 15 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 40 ft., swim 40 ft.
- STR
- 18 (+4)
- DEX
- 15 (+2)
- CON
- 18 (+4)
- INT
- 7 (-2)
- WIS
- 14 (+2)
- CHA
- 9 (-1)
Skills Stealth +5, Perception +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded
Senses blindsight 120 ft., passive Perception 15
Languages Deep Speech (understands but can't speak)
Challenge 7
Traits
Fogbound. The fogmaw is lightly obscured to any creature relying on sight, and heavily obscured while in fog or mist of any kind, including its own.
Blind Hunter. The fogmaw can't be blinded, and effects that depend on it seeing a target fail against it. Being heavily obscured imposes no penalty on its attacks.
Actions
Multiattack. The fogmaw makes three attacks: one with its maw and two with its claws.
Maw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Draw the Fog (Recharge 5–6). The fogmaw pulls the sea fog around it. A 20-foot-radius sphere of freezing fog centred on the fogmaw spreads around corners and remains for 1 minute, or until dispersed by a wind of at least 10 miles per hour. The area is heavily obscured. A creature that starts its turn in the fog must make a DC 15 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much on a successful one.