Breathdrinker (5e Creature)

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Medium elemental, chaotic evil

Armor Class 13 (natural armour)
Hit Points 60 (8d8 + 24)
Speed 0 ft., fly 80 ft.

11 (+0) 15 (+2) 16 (+3) 14 (+2) 13 (+1) 14 (+2)

Skills Stealth +6
Damage Vulnerabilities thunder
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, poison
Condition Immunities paralysed, poisoned, stunned
Senses passive Perception 11
Languages Auran
Challenge 6 (2,300 XP)

Consume Life. As a bonus action, the breathdrinker can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the breathdrinker regains 10 (3d6) hit points.

Paralysing Gaze. When a creature that can see the breathdrinker's eyes starts its turn within 30 feet of the breathdrinker, the breathdrinker can force it to make a DC 12 Constitution saving throw if the breathdrinker isn’t incapacitated and can see the creature. A creature that fails the save is paralysed for 1 minute. A creature that cannot be frightened automatically succeeds on this save.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the breathdrinker until the start of its next turn, when it can avert its eyes again. If the creature looks at the breathdrinker in the meantime, it must immediately make the save.


Wind Scythe Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (3d4) slashing damage. The target must also succeed on a DC 11 Strength check or be pushed up to 10 feet away from the breathdrinker by powerful gusts of wind. If they fail the Strength check they must then succeed on a DC 10 Dexterity save or be knocked prone.

Invisibility. The breathdrinker magically becomes invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).

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