# 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](https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition) 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.


