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Bleakheart 2014

CR 3 undead

Medium undead, neutral evil


Armor Class
12
Hit Points
66 (12d8+12)
Speed
30 ft.

STR10 (+0)
DEX15 (+2)
CON12 (+1)
INT10 (+0)
WIS10 (+0)
CHA16 (+3)

Saving Throws
Skills
Persuasion +5, Stealth +6
Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, poisoned
Senses
darkvision 60 ft., passive Perception 10
Languages
Common
Challenge
3 (700 XP) · Proficiency Bonus +2

Indiscernible in Shadows.

While in dim light or darkness, the bleakheart is invisible.

Innate Spellcasting.

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

Silent Entry (3/Day).

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.

Sunlight Weakness.

While in sunlight, the bleakheart has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Disheartening Touch.

Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) psychic damage.

Steal Joy (Recharge 5–6).

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.

Source: Tome of Beasts 2 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details