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Trench Mist

A noxious mustard-colored vapor hangs low over the battlefield, concealing the sickening forms of dead soldiers who walk once more among the living. Its heavy fumes shift and swirl as if alive.

Creatures in "Trench Mist" Category

Trench Mist10
Trench Zombie6

Trench Mist

Trench Mist CR 10

Source Pathfinder #71: Rasputin Must Die! pg. 90
XP 9,600
NE Gargantuan aberration (air)
Init +9; Senses darkvision 60 ft., lifesense; Perception +25


AC 12, touch 12, flat-footed 6 (+5 Dex, +1 dodge, –4 size)
hp 112 (15d8+45); fast healing 5
Fort +8, Ref +10, Will +10
Defensive Abilities amorphous, negative energy affinity; DR 10/magic; Immune acid, electricity, sonic


Speed 0 ft., fly 40 ft. (perfect)
Melee touch +7 (4d6 acid plus 4d6 negative energy)
Space 20 ft., Reach 10 ft.
Special Attacks create trench zombie, engulfing mists


Str —, Dex 20, Con 16, Int 7, Wis 13, Cha 10
Base Atk +11; CMB +15; CMD 31 (can’t be tripped)
Feats Ability Focus (engulfing mists), Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Skill Focus (Perception), Weapon Finesse
Skills Fly +25, Perception +25
Languages Russian (can’t speak); telepathy 30 ft.
SQ gaseous, trench zombie symbiosis


Environment any
Organization solitary, pair, or horror (3–5)
Treasure none

Special Abilities

Create Trench Zombie (Su) A trench mist can animate any corporeal creature slain while engulfed within its form. The victim rises as a trench zombie (see facing page) in 1d4 rounds and is under the control of the trench mist that created it. A trench zombie becomes free-willed if it is separated from its parent trench mist. A trench mist can animate a number of trench zombies whose Hit Dice total does not exceed more than twice its own Hit Dice.

Engulfing Mists (Ex) A trench mist can engulf foes (see the engulf special ability on page 296 of Pathfinder RPG Bestiary 2). A creature engulfed by a trench mist does not gain the pinned condition and may move normally—such a creature is not in danger of suffocating, but as long as it begins its turn engulfed, it automatically takes 4d6 points of acid damage and 4d6 points of negative energy damage. A trench mist’s vapors obscure all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate targets). The save DC to avoid the engulfing mists is Constitution-based.

Gaseous (Ex) A trench mist has a body composed of foul, mustard-colored vapors. This form grants the amorphous defensive ability and allows it to pass through small holes or narrow openings, even mere cracks, with no reduction to its speed, but it cannot enter water or other liquids. A trench mist doesn’t have a Strength score. It can’t manipulate or wear objects, and it is treated as a creature three size categories smaller than its actual size (Medium for most trench mists) for the purposes of how wind affects it.

Trench Zombie Symbiosis (Su) Because of its symbiotic relationship with the trench zombies it creates, a trench mist shares senses with its animated creatures when they are engulfed within its form, granting them lifesense and making them immune to the concealment the trench mist grants to creatures within and outside of its foggy form.


Trench mists are created anywhere that deadly gas attacks are used for the wholesale slaughter of troops, whether attacks of a mundane poisonous nature, or from the magical effects of spells such as acid fog. Under mysterious circumstances likely born of the horrors of war and the final throes of young soldiers dying before their time, these mists linger over the battlefield, absorbing the departing souls of the slain. This commingling of loosed life energy and strange chemicals grants the miasma a sly, malevolent sentience. Once so born, the trench mist then seeks only to impart misery and share its singular fate with those fortunate enough to have escaped the poisonous attacks that birthed the creature in the first place. As it preys upon the living it absorbs the aff licted into its growing horde of shambling servants. Victims of its acidic mist rise as hateful zombies under the creature’s control, and a trench mist that gains a horde of zombies is a dangerous foe indeed. On battlefields where trench mists are known to have arisen, wise commanders arrange cease-fires during which both sides abandon the site, lest their troops succumb to the horrifying fate of their comrades.

Part of the trench mist’s self-awareness comes from the symbiotic trench zombies it gains as it slaughters its victims, as the zombies under the mist’s control retain the abilities they had in life as well as some snippets of their former memories, which all feed into the collective consciousness of the trench mist. This allows the mist to learn and adapt, granting it a relatively keen intelligence compared to other similar creatures, and allowing it to make canny combat decisions and cleverly manipulate its surroundings.

Trench mists wander battlefields looking for prey so they can add more shambling zombies to their collective hordes. Occasionally they might even enter inhabited areas to seek out fresh ammunition and armaments for those of their symbiotic undead who may have exhausted their weaponry. When bereft of such foul company, trench mists often persist for years after the tides of war have receded, settling into the soil and slumbering until fresh prey arises. The lifespan of trench mists is unknown, though through this sort of hibernation they very well may be immortal, reemerging without warning at the scenes of ancient battles centuries after they have taken place, whether turned up by an unsuspecting farmer’s plow or war waged anew.

Trench Zombie

A trench zombie is a rotting creature leaking sulfurous fumes from beneath its acid-burned, peeling skin, and bristling with the armaments it possessed in its horrifying death. Retaining many of the memories and skills it possessed in life, a trench zombie contributes its intelligence into a sort of hive mind for the trench mist that originally spawned it, creating a true symbiosis between the two—a gift the trench zombie repays upon its destruction, when the horrific fumes that granted it unlife go back to the trench mist that birthed it. Trench zombies are foul and vengeful, and are canny enough to lurk within the nurturing embrace of their mother mist, which provides them concealment without impairing their senses. Those seeking trench zombies’ destruction typically must enter the engulfing body of a trench mist if they are to ward off the zombies’ ranged attacks. Trench zombies are created using the juju zombie template (Bestiary 2 291), but they lose the juju zombie’s immunity to magic missile, which is replaced by immunity to acid. Trench zombies also gain the following special ability.

Symbiote (Ex) A unique relationship with trench mists grants trench zombies immunity to acid. In addition, when a trench zombie reaches 0 hit points and is destroyed, the mustard-colored mist that animates the creature bursts violently from its damaged form. All creatures adjacent to the trench zombie are exposed to the toxic gas and take 4d6 points of acid damage. If the trench zombie is enveloped within the fog of its parent trench mist when this death burst occurs, the mist’s fast healing ability increases by 1 for a number of rounds equal to the Hit Dice of the destroyed trench zombie. The effects of the deaths of multiple symbiotic trench zombies stack.