# Falsifier Fog *Huge* *Undead* *chaotic evil* - **Armor Class:** 13 - **Hit Points:** 52 (8d12) - **Speed:** hover True ft. walk 0 ft. fly 60 ft. - **Challenge Rating:** 4 (1,100 XP) - **Source:** Tome of Beasts 2, page 140 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 1 (-5) | 17 (+3) | 10 (+0) | 14 (+2) | 16 (+3) | 15 (+2) | - **Skills:** - **Damage Immunities:** poison - **Damage Resistances:** acid, cold, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - **Condition Immunities:** exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious - **Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 13 - **Languages:** understands Common but can’t speak ### Special Abilities - **Enveloping Fog:** The falsifier fog can occupy another creature's space and vice versa, and the falsifier fog can move through any opening as narrow as 1 inch wide without squeezing. The fog's space is lightly obscured, and a creature in the fog's space has threequarters cover against attacks and other effects outside the fog. - **False Appearance:** While the falsifier fog hovers motionlessly, it is indistinguishable from ordinary fog. - **Horrific Illusions:** A creature that starts its turn in the falsifier fog's space must succeed on a DC 13 Wisdom saving throw or be frightened until the start of its next turn, as it sees visions of its worst fears within the fog. While frightened, a creature's speed is reduced to 0. If a creature fails the saving throw by 5 or more, it is afflicted with short-term madness. - **Limited Telepathy:** The falsifier fog can communicate telepathically with any creature in its space. ### Actions - **Multiattack:** The falsifier fog makes two chill attacks. - **Chill:** Melee Spell Attack: +5 to hit, reach 5 ft., one target in the fog's space. Hit: 10 (3d6) cold damage. - **Reaching Phantasms (Recharge 5-6):** The phantasmal images within the falsifier fog reach outward. Each creature within 10 feet of the fog must make a DC 13 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. Creatures in the fog's space have disadvantage on the saving throw.