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Warmth Thief

Size
Tiny
Type
Fey
Challenge Rating
9
Source
Tome of Beasts 2
Alignment
Neutral-Evil
Armor Class
16
Speeds
10, fly 40
Walking Speed
10
Flying Speed
40
Strength Score
11
Dexterity Score
18
Constitution Score
20
Intelligence Score
17
Wisdom Score
15
Charisma Score
18
Saving Throws
Dexterity, Wisdom, Charisma
Skill Proficiencies
Deception, Stealth
Vision
True Sight (60ft))
Languages Ref
Common, Sylvan, Umbral
Hit Points
112
Condition Immunities
Paralyzed, Prone
Resistances
Resistant to Non-Magical Damage, Immune to Cold Damage
Languages
Aethyrian Common, Sylvan

Tiny fey, neutral evil


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

Challenge 9 (5,000 XP)

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.

Description

A diminutive blue humanoid with sharp black claws and exaggeratedly pointed ears floats in the air, emanating a palpable sensation of cold._
Cursed Fairy. Warmth thieves were fey in the court of the Queen who had the peculiar ability to rob living creatures of their body heat. They attempted to use this power to overthrow the Queen… and failed. The Queen, amused, allowed them to live, but with a nasty curse: warmth thieves must steal body heat to live, perishing if they don’t regularly take heat from living creatures. Warmth thieves can’t tolerate temperatures much above freezing, preventing them from subverting the curse by moving to warmer climates. Their desire for warmth is so powerful they sometimes throw themselves at creatures that can magically create fire to enjoy a brief, though painful, respite from their suffering.
Unintended Side Effects. Unknown to the Queen, her curse transfers in an odd way to mortal beings who die at the warmth thieves’ bone-chilling touch. When warmth thieves’ victims die, their spirits return as Open Game License

Stat block from Tome of Beasts 2 (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts 2. Copyright 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham. It is not Geminaea material. See Legal.