Unseen Suffocation. Creatures that do not breathe (such as constructs, many undead, or creatures under the effects of water breathing) are immune to the Breath Taker's Breath Take ability.
Incorporeal Movement. The Breath Taker 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.
Breath Take (Recharge 5). The Breath Taker targets one creature it can see within 30 feet. The target must make a DC 17 Constitution saving throw. One a failed save, the air is violently pulled from the creature's lungs. The creature: cannot breathe, and begins suffocating immediately. The creature is also is restrained by invisible pressure until the end of its next turn.
At the start of each of the creature's turns while suffocating, it takes 3d8 Psychic damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
If a creature dies while suffocating from this trait, its soul is bound to the Breath Taker's curse, and it rises as a new Breath Taker at the next midnight.
The Breath Taker does not need to make a concentration save in order to maintain this trait.
Soul Clutch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 4d6 necrotic damage, and the target has disadvantage on its next Constitution saving throw before the end of its next turn.
Whispering Horror (Recharge 6). The Breath Taker releases a chorus of stolen breaths. Each creature within 20 ft must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the save at the end of each of its turns.
Description
A Breath Taker is a form of ghost. No one is sure how they came into being. The breaths they steal become the food they feast on for their ethereal eternity.
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