32 THE MIST. The room is filled with a clinging black smoke or mist. Sight is limited in a way similar to a darkness spell (-4 on 'to hit' rolls). Anyone traversing the room will be attacked by three shadows.
3 Shadows (AC 7; MV 12”; HD 3+3; hp 15, 11, 10; #AT 1; D 2-5; SA Strength drain; SD Magic weapon to hit, limited spell immunity; XP 315, 299, 295)
The mist will actually attach itself to the characters. It is actually particles of matter and may be counteracted by a gust of wind or similar effect. Magical sources of light (light spell, magic sword, etc.) are only somewhat effective and will not dispel the mist, although they will allow characters to see the shadows attacking them (only -2 on 'to hit' rolls). Non-magical sources of light, the native ability to see in the dark possessed by many demi-humans and humanoids, and infravision spells are not effective. The shadows can see perfectly well and suffer no penalty.
The statues in the corners of the room are identical to the one in Room 28, but have garnets for eyes instead of rubies (100 gold crescents per stone).
After exiting the room, the clinging mist will slowly flake off and drift away, leaving greasy black spots where it lands.