Tall, lanky, and almost parodies of real humanoids, faorch, or “Mist Men”, are creatures of mist and shadow that prey upon the living. Many believe that they are what is left behind when the most cruel and evil are killed, but they are simply drawn to the spots where people like this died. They can blend in with shadows and mists and have the inhuman ability to traverse from one edge of a mist to the other almost instantly, making them especially challenging to destroy if they are able to find some to escape into. Encountered alone, they rarely interact with others of their own kind, for when two faorch come upon each other they seem compelled to fight and destroy each other; it seems almost territorial. When a faorch is destroyed, it dissipates completely into the air as if never having existed in the first place. Not quite ghosts, faorch are mostly insubstantial but can be struck and hurt by weapons, although some are more effective that others.
No. Encountered: 1
Move: 120′ (40′)
Level Dice: 3
Armor Class: 2 
Attacks: 2 claws (1d4), 1 bite (1d6)
Special Attacks: See below
Special Abilities: See below
Loot: See below
Special Movement: When faorch enter mists, they can travel almost instantly from one part of the mists to the other instead of making a normal move.
Special Attacks: The bite of a faorch causes paralysis which lasts for 1d6 turns upon a successful attack. The creatures can also cause the mists that surround it to expand around a living target in its immediate vicinity up to 1 foot from it, requiring a Save Vs. Poison. A failed save causes the victim to start gagging and coughing as the mists invade the body, cutting off the flow of air to the lungs. This causes a -4 to attack rolls while affected for 1d4 rounds. Moving out of the range of the mist stops the attack, as does covering the mouth and nose.
Loot: Faorch carry no treasure with them at all.
Disclaimer: The faorch is one of many creatures that will appear in a future product released by InfiniBadger Press. It is not currently open content.