Bleakheart
Medium Undead, neutral evil
Armor Class 12
Hit Points 66 (12d8+12)
Speed walk +30
Challenge 3
Skills stealth +6, persuasion +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
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.
Source: Tome of Beasts 2 · OGL/Open