Crimson Death

Medium Undead (Incorporeal)
Hit Dice: 13d12 (84 hp)
Initiative: +9
Speed: Fly 30 ft. (perfect)
Armor Class: 17 (Dex +5, deflection +2), touch 17, flat-footed 12
Base Attack/Grapple: +7/+11 (see Seize and Lift)
Attack: Incorporeal touch +11 melee (blood drain)
Full Attack: 2 incorporeal touches +11 melee (blood drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, seize
Special Qualities: Incorporeal subtype, lift, undead traits
Saves: Fort +4, Ref +11, Will +10
Abilities: Str —, Dex 21, Con —, Int 17, Wis 15, Cha 14
Skills: Concentration +18, Hide +21, Knowledge (nature) +19, Knowledge (religion) +19, Listen +18, Search +19, Spot +18; racial bonuses
Feats: Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Improved Initiative [bonus], Lightning Reflexes [bonus], Mobility, Spring Attack [bonus]
Environment: Any marsh
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Always neutral evil
Advancement: 14–26 HD (Medium-size)
Level Adjustment:

A crimson death is a vaporous creature that lives in marshes, on moors, or any place that is subject to frequent, thick fogs. To conceal its presence from the general populace, a crimson death usually carries the bodies of its victims back to its lair, which is a charnel-house piled with the corpses and treasure of its victims.

A crimson death resembles a knot of fog with a vaguely humanoid shape, including arms and a torso. Its lower body trails off into indistinct vapor. The creature’s eyes glow white, but it has no other facial features. After it has fed, the blood of its victims stains its misty body red.

Combat

A crimson death’s attack consists of extending a vaporous tendril and wrapping it around its opponent. The creature prefers to attack from ambush, and it avoids physically powerful targets that might easily break free of its grasp.

Blood Drain (Ex): A crimson death drains blood, dealing 1d4 points of Constitution damage immediately upon seizing an opponent with a tendril. Each round thereafter that the opponent remains seized, the creature automatically deals an additional 1d4 points of Constitution damage. The crimson death craves blood, so it usually presses its attack until it can deal at least 12 points of Constitution damage.

Seize (Ex): When a crimson death makes a successful incorporeal touch attack, one of its tendrils wraps around the opponent. The two creatures are not considered grappled, but the opponent can break free with a successful Escape Artist or grapple check. Upon seizing an opponent, the crimson death begins draining blood (see above).

Lift (Sp): As a free action, a crimson death can telekinetically lift another creature or an object weighing up to 300 pounds. This ability works like the telekinesis spell (sustained force version, caster level 12th), except that it works only on an opponent already seized by a tendril of the crimson death. Against a struggling opponent, use of this ability requires a successful grapple check.

Skills: A crimson death’s misty form makes it difficult to spot in fog. Before feeding, the creature receives a +8 bonus on Hide checks in smoky or foggy areas. After it has fed, the bonus drops to +4 because of its red coloration.

Source: Monster Manual II, page 53. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II.