Invisibility. The breathdrinker is invisible. It can deactivate or reactivate this trait as a bonus action.
Air Form. The breathdrinker can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The stalker uses its fear gaze and makes two wind scythe attacks.
Wind Scythe. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 2) slashing damage.
Fear Gaze. The breathdrinker targets one creature it can see within 30 feet of it. If the target can see the breathdrinker, the target must succeed on a DC 15 Constitution saving throw against this magic or be paralyzed and frightened of the the breathdrinker for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to the fear gaze of all breathdrinkers for 1 hour.
Steal Breath (Recharge 4–6). The breathdrinker targets one creature in its space that isn't an undead or construct. That creature must make a DC 15 Constitution saving throw. On a failed save, it falls unconscious until it is damaged or another creature uses its action to shake them awake, and the breathdrinker gains a number of temporary hit points equal to the amount of hit dice that creature has.
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