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<title>Warmth Thief</title>
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<body>
<h1>Warmth Thief</h1>
<p><em>Tiny</em> <em>Fey</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 112 (15d4+75)</li>
<li><strong>Speed:</strong> fly 40 ft. walk 10 ft. hover True ft.</li>
<li><strong>Challenge Rating:</strong> 9 (5,000 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 366</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>11 (+0)</td>
<td>18 (+4)</td>
<td>20 (+5)</td>
<td>17 (+3)</td>
<td>15 (+2)</td>
<td>18 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +8, Wis +6, Cha +8</li>
<li><strong>Skills:</strong> deception +8, stealth +8</li>
<li><strong>Damage Immunities:</strong> cold</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons</li>
<li><strong>Condition Immunities:</strong> paralyzed, prone</li>
<li><strong>Senses:</strong> truesight 60 ft., passive Perception 12</li>
<li><strong>Languages:</strong> Common, Sylvan, Umbral</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Aura of Warmth Stealing:</strong> 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.</li>
<li><strong>Cold Physiology:</strong> 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.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The warmth thief makes two freezing claw attacks.</li>
<li><strong>Freezing Claw:</strong> 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.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/tome_of_beasts_2/warmth-thief.md">Markdown Format</a></p>
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