12
52 (8d8 + 16)
walk 0 ft., fly 60 ft. (hover)
Acid, Cold, Fire, bludgeoning, Piercing or Slashing damage from nonmagical attacks
Necrotic, Poison
Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
darkvision 60 ft.
languages it knew in life
3
+2
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.
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.
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.
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.