Medium elemental, chaotic evil
Armor Class 13 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 0 ft., fly 80 ft.
Skills Stealth +8
Damage Vulnerabilities thunder
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, poison
Condition Immunities paralyzed, poisoned, stunned
Senses passive Perception 11
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.
Paralyzing 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 paralyzed for 1 minute. A creature that can't 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 target. Hit: 7 (3d4) slashing damage. The target must also succeed on a DC 11 Strength saving throw or be pushed up to 10 feet away from the breathdrinker by powerful gusts of wind and 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).
A breathdrinker is a hostile and sadistic creature of elemental air, known for its hunger for the last breaths of mortals. As an elemental, a breathdrinker doesn't require material sustenance to maintain its existence, so sages believe that this desire is rooted in the breathdrinker's malevolent nature.
Breathdrinkers can also turn invisible, like an invisible stalker. Unlike a stalker, a breathdrinker has a more defined body, resembling a rough off-white sphere with short arms and three-fingered hands. The most striking feature of a breathdrinker is its two pure-white eyes. Those that meet these eyes find their bodies growing cold and numb, held in place so the breathdrinker can freely approach and attack its victim. A breathdrinker is cowardly by nature, always keeping distance between itself and its enemies until its gaze has affected all of them before closing the distance and attacking its helpless foes.
If a creature is resilient enough to resist a breathdrinker's gaze for an extended period, the craven elemental is compelled to flee in fright, shocked that its foe can resist its power. Eventually, the breathdrinker's ego drives it to track down the creature and attempt to use its gaze upon it once more, hoping that it will work this time, though it often doesn't, leading to the breathdrinker fleeing once more.
Elemental Nature. A breathdrinker doesn't require air, food, drink, or sleep.