# Breathdrinker
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >scythe: 2d4 (×4)
> >Melee/Ranged: +8/+10
> >Secondary: +3/+5
> >Multiattack: +6/+8
> >M/R_PA: +8/+10
> >2nd/PA: +3/+5
> >MA_PA: +6/+8
> >Itterative: 2
> > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +0; StrPA2H: +0; StrPAOH: +0
> > xDCs:: Str: 14; Dex: 16; Con: 17; Int: 16; Wis: 15; Cha: 16
> > xFeat:: 2/4 (2)
> > xClasSkil:: Acrobatics, Escape Artist, Fly, Knowledge (local), Perception, Sense Motive, Stealth, Survival
> > SaveDiff:: +/- 4
> > xLang:: 0/2 (2)
<div class="grid-container"><div class="MON">Breathdrinker</div>
<div class="CR">CR 7 (3,200 XP)</div>
<div class="SOU">Monster Manual 2</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CE Medium Outsider (air, elemental)
**Init** +2
**Perception** +12
#### defense
**AC** 16, 12 touch, 14 flat-footed (+2 Dex, +4 natural)
**hp** 64 (8d10+24)
**Fort** +5, **Refl** +8, **Will** +7
**Feint** 22, **Demoralize** 19
**DR** 10/magic
#### offense
**Speed** fly 80 ft. (perfect)
**Melee** wind scythe +8 (2d4)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** air mastery, gaze of terror, invisibility, steal breath
#### statistics
**Str** 11, **Dex** 15, **Con** 16, **Int** 14, **Wis** 13, **Cha** 14
**BAB** +8, **CMB** +8, **CMD** 20, **TA** +8, **RTA** +10
**Feats** [[Flyby Attack]], [[Improved Initiative]]
**Languages**
#### special abilities
### Air Mastery (Ex)
Airborne creatures suffer a -1 penalty to attack and damage rolls against a breathdrinker.
### Gaze of Terror (Su)
Anyone who meets the glowing red eyes of a breathdrinker must make a Will saving throw (DC 16) or become paralyzed in terror for 1d4 rounds. This gaze attack has a range of 30 feet.
### Invisibility (Su)
A breathdrinker can make itself invisible as a free action. A breathdrinker lurks invisibly when at rest, waiting for prey to wander near. The creature spends some time stalking and watching its victims so it can analyze the best method of attack. The breathdrinker is single-minded to a fault; once it selects a victim it will not rest until it has fully fed from the creature's lungs. It defends itself by lashing others with a scythe-shaped plane of pressurized air. It never uses its wind scythe attack against its chosen victim, however. A breath-drinker often chooses to track its victim and waits for the unfortunate creature to fall asleep before attempting to steal its breath. A satiated breathdrinker flees to digest its meal (which usually takes several days) before setting out to hunt once again.
### Steal Breath (Su)
The breathdrinker can attempt to steal the breath of a helpless victim in melee range. This is a full-round action for the breathdrinker. The victim of this attack must make a successful Fortitude saving throw (DC 16) each round as the breathdrinker tries to suck out the air in the victims lungs. Each round the saving throw is failed, the victim suffers 1d6 points of temporary Constitution damage; each point of Constitution lost heals the breathdrinker of 5 points of damage. Once the victim's Constitution reaches zero, he dies and the breathdrinker retreats to its lair to digest its meal.