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Bleakheart

Medium · Undead · CR 3 · Neutral Evil

Armor Class
12
Hit Points and Hit Dice
66 (12d8+12)
Challenge Rating CR
3

Ability Scores

Core attributes and their modifiers.

STR
10
+0
DEX
15
+2
CON
12
+1
INT
10
+0
WIS
10
+0
CHA
16
+3

Overview

Category Monsters
Size Medium
Type Undead
Alignment Neutral Evil
XP 700
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 10

Skills

Persuasion +5 Stealth +6

Languages

Common

Resistances & Immunities

Damage Immunities
necrotic, poison
Damage Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, poisoned

Traits

Indiscernible in Shadows

While in dim light or darkness, the bleakheart is invisible.

Innate Spellcasting

The bleakheart’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: detect thoughts, minor illusion
3/day each: disguise self

Silent Entry (3/Day)

As a bonus action, the bleakheart can silently unlock a door within 10 feet of it that is held shut by a mundane lock. If a door has multiple locks, only one is unlocked per use of this trait.

Sunlight Weakness

While in sunlight, the bleakheart has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Disheartening Touch

+5 to hit, reach 5 ft (1.5 m). Hit: 3d6 psychic damage.

Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) psychic damage.

Steal Joy

Recharge 5–6

Each creature of the bleakheart's choice that is within 20 feet of the bleakheart and aware of it must succeed on a DC 13 Wisdom saving throw or its Charisma score is reduced by 1d4. A creature that has taken psychic damage from the bleakheart's Disheartening Touch within the last minute has disadvantage on this saving throw. A creature that has its Charisma reduced to 0 ends its life at the earliest opportunity, and a new bleakheart rises from its corpse 1d4 hours later. Otherwise, the Charisma reduction lasts until the target finishes a long rest.

About Bleakheart

Bleakheart is a medium undead with a Challenge Rating of 3. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 12 and possesses 66 hit points (derived from 12d8+12).

Bleakheart has communication capabilities including Common. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Bleakheart

2 tips available

When using Bleakheart in your D&D 5e campaign, consider these tactical approaches:

  • Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
  • Terrain Advantage: Use terrain to offset moderate combat abilities

Player Guide: Facing Bleakheart

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Moderate Threat: Prepare standard combat tactics
  • Tactical Advantage: Use terrain and positioning

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 3.

Solo Encounter:

A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 1,200 XP
  • Hard: 1,800 XP
  • Deadly: 2,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Bleakheart?
Bleakheart has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
What type of creature is Bleakheart?
Bleakheart is a Medium Undead, which affects how certain spells and abilities interact with it.
What languages does Bleakheart speak?
Bleakheart can communicate in Common.

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