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Mist forms itself into a vaguely humanoid shape, stretched into an impossibly gangly parody of an emaciated human.

Medium ooze, any alignment

Armor Class 12

Hit Points 19 (3d8 + 6)

Speed 0 ft., fly 40 ft. (hover)

10 (+0) 15 (+2) 14 (+2) 11 (+0) 10 (+0) 16 (+3)

Damage Resistances acid

Damage Immunities cold; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities blinded, deafened, exhaustion, grappled, paralyzed, petrified, prone, restrained

Senses blindsight 60 ft., passive Perception 10

Languages any one

Challenge 1 (200 XP)

Special Traits

  • Absorb Life Energy. If the un-man remains within 60 feet of a creature it can sense for 1 hour, it can absorb some of that creature’s life energy if the creature isn’t a construct or an undead. It can absorb life energy from only one creature each hour. The creature’s hit point maximum is reduced by 2 (1d4) until it finishes a long rest. The creature dies if its hit point maximum is reduced to 0.
  • Incorporeal Movement. The un-man can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.


  • Strangle. Melee Spell Attack: +5 to hit, reach 10 ft., one creature. Hit: The un-man attaches to the target. While attached, the un-man’s speed is 0, it can’t benefit from bonuses to its speed, it moves with the target, it can’t strangle another target, and the target can’t breathe or speak. At the start of each of its turns, the creature loses 6 (1d6 + 3) hit points if it requires air to live. The strangled creature can detach the un-man with a successful DC 13 Dexterity (Acrobatics) check as an action. The un-man can detach itself by spending 5 feet of movement.


  • Absorb Magic. When a creature within 60 feet that it can perceive casts a spell, the un-man absorbs some of the spell’s magic before the spell takes effect. Attack rolls for the spell are made with disadvantage and saving throws against the spell are made with advantage.


The arcane dwellers of the blue-lit cavern of K’n Yan can scientifically dissolve the human form into a sort of astral or gas-like substance, and reform it. This is done both to project researchers into the outside realms as well as to punish criminals. Over time, the Ancients of K’n Yan stopped caring what happened to their victims, and essentially abandoned them to their fates, leaving them to eternally wander the world.

When so dissolved, at first the individuals look moreor-less humanoid, but as their sanity stretches and snaps, they deteriorate in form as well. They ultimately become less-than-human, but also greater than human in other ways.

The un-men are, in essence, a sort of spiritual, spectral being that retains a strange form of life. They are not undead, but their modified physiology does defy normal life’s limitations. They are immortal and do not have to feed on solid food to remain alive. They do require a slight input of energy for survival, and this can be done via magical energy or more ominously, through the vital energy of other living creatures. Unlike true undead, an un-man cannot simply drain life energy by a touch. Instead, it must remain near and around the victim for at least an hour, relying on its intangible nature to keep it safe from retribution.

Un-men can engage in some degree of combat by using their telekinetic abilities to move objects, including weapons, around with human-like strength and even to strangle victims. They can also stretch themselves out and change shape.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.