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Harbour Grey

Medium undead, neutral evil

AC
13
HP
90
Speed
0
CR
2

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 Attack Roll: +4, reach 5 ft. 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.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022