Warmth Thief
Tiny Fey neutral evil
- Armor Class: 16 (natural armor)
- Hit Points: 112 (15d4+75)
- Speed: fly 40 ft. walk 10 ft. hover True ft.
- Challenge Rating: 9 (5,000 XP)
- Source: Tome of Beasts 2, page 366
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 11 (+0) |
18 (+4) |
20 (+5) |
17 (+3) |
15 (+2) |
18 (+4) |
- Saving Throws: Dex +8, Wis +6, Cha +8
- Skills: deception +8, stealth +8
- Damage Immunities: cold
- Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons
- Condition Immunities: paralyzed, prone
- Senses: truesight 60 ft., passive Perception 12
- Languages: Common, Sylvan, Umbral
Special Abilities
- 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.
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