Scream Thief

Medium undead, Chaotic Evil

Armor Class

12

Hit Points

52 (8d8 + 16)

Speed

walk 0 ft., fly 60 ft. (hover)

Damage Resistances

Acid, Cold, Fire, bludgeoning, Piercing or Slashing damage from nonmagical attacks

Damage Immunities

Necrotic, Poison

Condition Immunities

Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses

darkvision 60 ft.

Languages

languages it knew in life

Challenge

3

Proficiency Bonus

+2

Incorporeal Movement

The scream thief can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Life Drain

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 18 (4d8) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Silence the Living {@recharge 5}

The scream thief forces a humanoid within 30 feet of it to make a DC13 Wisdom saving throw. On a failure, the target takes 19 (3d12) psychic damage, is frightened, and is unable to vocalize a sound of any kind. The target may repeat the saving throw at the end of its turns to end these effects. On a success the creature takes half as much damage and is not frightened or silenced.

Silence the Living (Recharge 5-6)

The scream thief forces a humanoid within 30 feet of it to make a DC13 Wisdom saving throw. On a failure, the target takes 19 (3d12) psychic damage, is frightened, and is unable to vocalize a sound of any kind. The target may repeat the saving throw at the end of its turns to end these effects. On a success the creature takes half as much damage and is not frightened or silenced.