Warmth Thief
Tome of Beasts 2
(5,000 XP)
Robinloft Estimated
CR
7
Armor Class
16 (natural armor)
Hit Points
112 (15d4+75)
Speed
10 ft., fly 40 ft. (hover)
STR
11
(+0)
DEX
18
(+4)
CON
20
(+5)
INT
17
(+3)
WIS
15
(+2)
CHA
18
(+4)
Saving Throws
Dex +8, Wis +6, Cha +8
Skills
Deception +8, Stealth +8
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons
Damage Immunities
cold
Condition Immunities
paralyzed, prone
Senses
truesight 60 ft., passive Perception 12
Languages
Common, Sylvan, Umbral
Environments
Aura of Warmth Stealing.
At the start of each of the warmth thief’s turns, each creature within 5 feet of the warmth thief must succeed on a DC 16 Constitution saving throw or take 7 (2d6) cold damage. The warmth thief regains hp equal to the single highest amount of cold damage dealt.
Cold Physiology.
A warmth thief can’t abide constant warmth. Each hour it spends in an area with a temperature above 40 degrees Fahrenheit, the warmth thief must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion that can’t be removed until it finishes a long rest in an area with a temperature below 40 degrees.
Actions
Multiattack.
The warmth thief makes two freezing claw attacks.
Freezing Claw.
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) cold damage. The warmth thief regains hp equal to half the cold damage dealt. The target must succeed on a DC 16 Constitution saving throw or be chilled for 1 minute. A chilled creature takes 7 (2d6) cold damage at the start of each of its turns. A chilled creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A humanoid slain while chilled rises 24 hours later as a chill haunt, unless the humanoid is restored to life or its body is destroyed.
Warmth Thief
Not yet described
Duplication and Templates
Want to make a new design starting from 'Warmth Thief'? Want to apply a template?