Creature Reference Back to Creatures

Warmth Thief

Tiny · Fey · CR 9 · Neutral Evil

Armor Class
16 (natural armor)
Hit Points and Hit Dice
112 (15d4+75)
Challenge Rating CR
9

Ability Scores

Core attributes and their modifiers.

STR
11
+0
DEX
18
+4
CON
20
+5
INT
17
+3
WIS
15
+2
CHA
18
+4

Overview

Category Monsters
Size Tiny
Type Fey
Alignment Neutral Evil
XP 5000
Initiative Bonus +4

Movement

Walk 10 ft (3 m)
Fly 40 ft (12.2 m)
Swim 5 ft (1.5 m)
Climb 5 ft (1.5 m)
Crawl 5 ft (1.5 m)
Hover Yes

Senses

Truesight 60 ft (18.3 m)
Passive Perception 12

Saving Throws

Dexterity +8 Wisdom +6 Charisma +8

Skills

Deception +8 Stealth +8

Languages

Common, Sylvan, Umbral

Resistances & Immunities

Damage Immunities
cold
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons
Condition Immunities
paralyzed, prone

Traits

Aura of Warmth Stealing

At the start of each of the warmth thief’s turns, each creature within 5 feet of the warmth thief must succeed on a DC 16 Constitution saving throw or take 7 (2d6) cold damage. The warmth thief regains hp equal to the single highest amount of cold damage dealt.

Cold Physiology

A warmth thief can’t abide constant warmth. Each hour it spends in an area with a temperature above 40 degrees Fahrenheit, the warmth thief must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion that can’t be removed until it finishes a long rest in an area with a temperature below 40 degrees.

Actions

Freezing Claw

+8 to hit, reach 5 ft (1.5 m). Hit: 1d6+4 plus 4d6 cold damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) cold damage. The warmth thief regains hp equal to half the cold damage dealt. The target must succeed on a DC 16 Constitution saving throw or be chilled for 1 minute. A chilled creature takes 7 (2d6) cold damage at the start of each of its turns. A chilled creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A humanoid slain while chilled rises 24 hours later as a chill haunt, unless the humanoid is restored to life or its body is destroyed.

Multiattack

The warmth thief makes two freezing claw attacks.

About Warmth Thief

Warmth Thief is a tiny fey with a Challenge Rating of 9. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 112 hit points (derived from 15d4+75).

Warmth Thief has communication capabilities including Common, Sylvan, Umbral. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Warmth Thief

2 tips available

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

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.

Player Guide: Facing Warmth Thief

2 strategies available

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

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 9.

Solo Encounter:

A single character of level 12 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 9,000 XP
  • Hard: 13,500 XP
  • Deadly: 18,000 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 Warmth Thief?
Warmth Thief has a Challenge Rating of 9, making it appropriate for parties of level 9.0.
What type of creature is Warmth Thief?
Warmth Thief is a Tiny Fey, which affects how certain spells and abilities interact with it.
What languages does Warmth Thief speak?
Warmth Thief can communicate in Common, Sylvan, Umbral.

Related D&D 5e Content

Related Creatures