Warmth Thief
Tiny Fey, neutral evil
Armor Class 16 (natural armor)
Hit Points 112 (15d4+75)
Speed fly +40, walk +10, hover true
Challenge 9
Saving Throws cha +8, dex +8, wis +6
Skills stealth +8, deception +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
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.
Source: Tome of Beasts 2 · OGL/Open