Bleakheart
Medium Undead neutral evil
- Armor Class: 12
- Hit Points: 66 (12d8+12)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: Tome of Beasts 2, page 43
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
15 (+2) |
12 (+1) |
10 (+0) |
10 (+0) |
16 (+3) |
- Skills: persuasion +5, stealth +6
- Damage Immunities: necrotic, poison
- Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities: charmed, exhaustion, frightened, poisoned
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Common
Special Abilities
- Indiscernible in Shadows: While in dim light or darkness, the bleakheart is invisible.
- Silent Entry (3/Day): As a bonus action, the bleakheart can silently unlock a door within 10 feet of it that is held shut by a mundane lock. If a door has multiple locks, only one is unlocked per use of this trait.
- Sunlight Weakness: While in sunlight, the bleakheart has disadvantage on attack rolls, ability checks, and saving throws.
- Innate Spellcasting: The bleakheart's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: detect thoughts, minor illusion
3/day each: disguise self
Actions
- Disheartening Touch: Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) psychic damage.
- Steal Joy (Recharge 5-6): Each creature of the bleakheart's choice that is within 20 feet of the bleakheart and aware of it must succeed on a DC 13 Wisdom saving throw or its Charisma score is reduced by 1d4. A creature that has taken psychic damage from the bleakheart's Disheartening Touch within the last minute has disadvantage on this saving throw. A creature that has its Charisma reduced to 0 ends its life at the earliest opportunity, and a new bleakheart rises from its corpse 1d4 hours later. Otherwise, the Charisma reduction lasts until the target finishes a long rest.
Licensing – Markdown Format