# 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.