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<title>Bleakheart</title>
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<body>
<h1>Bleakheart</h1>
<p><em>Medium</em> <em>Undead</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 12</li>
<li><strong>Hit Points:</strong> 66 (12d8+12)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 43</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>10 (+0)</td>
<td>15 (+2)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> persuasion +5, stealth +6</li>
<li><strong>Damage Immunities:</strong> necrotic, poison</li>
<li><strong>Damage Resistances:</strong> cold; bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> Common</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Indiscernible in Shadows:</strong> While in dim light or darkness, the bleakheart is invisible.</li>
<li><strong>Silent Entry (3/Day):</strong> 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.</li>
<li><strong>Sunlight Weakness:</strong> While in sunlight, the bleakheart has disadvantage on attack rolls, ability checks, and saving throws.</li>
<li><strong>Innate Spellcasting:</strong> 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</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Disheartening Touch:</strong> Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) psychic damage.</li>
<li><strong>Steal Joy (Recharge 5-6):</strong> 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.</li>
</ul>
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