Breathdrinker (5e Creature)
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Medium elemental, chaotic evil
Skills Stealth +6
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.
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).