Harbour Grey
Medium undead, neutral evil
The fog in the Drift does not lift so much as decide. A harbour grey is fog that decided to keep someone: the shape of a drowned docker, ankle-deep in its own weather, reaching with arms that close like a harbour chain. Old hands say the customs hulk's bell rings once, unaided, whenever one forms — and nobody has ever found the rope moved.
Armor Class 13 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 0 ft., fly 30 ft.
- STR
- 14 (+2)
- DEX
- 14 (+2)
- CON
- 16 (+3)
- INT
- 6 (-2)
- WIS
- 12 (+1)
- CHA
- 7 (-2)
Damage Resistances acid, necrotic
Damage Immunities poison
Condition Immunities grappled, prone, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages —
Challenge 2
Traits
Mist Form. The grey can occupy another creature's space, squeeze through gaps 1 foot wide, and can't wear or carry anything. It hovers.
Lifesiphon. Whenever the grey deals damage to a bloodied creature, it regains hit points equal to half the damage dealt.
Actions
Envelop. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 13).
Siphon. As a bonus action against a creature it is grappling, the grey drains warmth. The target must succeed on a DC 13 Constitution saving throw or take 7 (2d6) necrotic damage, or half as much on a success.





