Dawndrinker

Large monstrosity, Unaligned

Armor Class

15 (natural armor)

Hit Points

114 (12d10 + 48)

Speed

walk 40 ft.

Skills

stealth +5

Damage Resistances

Fire

Damage Immunities

Radiant

Senses

blindsight 120 ft., darkvision 240 ft.

Challenge

5

Proficiency Bonus

+3

Drink Light

The dawndrinker can take a bonus action to drink light within 30 feet of it. If it does so, nonmagical light sources in this area go out, extinguishing any flames that are the source of the light. Provided the light comes from an effect of 3rd level or lower, or a creature of CR 7 or lower, magical bright light becomes dim light, and magical dim light goes out. If a magical effect's light is extinguished, the effect is dispelled. A creature's or object's inherent light returns to normal after 1 minute. The dawndrinker can dim or extinguish stronger effects by succeeding on a Constitution check with a DC of 10 + the effect's level or 5 + the creator's CR, whichever is lower.

Light Sense

The dawndrinker can sense any light source within 120 feet of it. This sense penetrates most barriers, but it is blocked by 3 feet of wood or dirt, 1 foot of stone, or 1 inch of metal.

Radiant Absorption

Whenever the dawndrinker is subjected to radiant damage, it takes no damage and instead regains hit points equal to the radiant damage dealt.

Shadow Cunning

In dim light or darkness, the dawndrinker can take a bonus action to use the Disengage or Hide actions.

Actions

Multiattack

The dawndrinker makes two slam attacks.

Slam

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage and 7 (2d6) cold damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be blinded until the end of the dawndrinker's next turn.