b'NPC, Breathstealer \n'b'  Family:   NPC  \n'b'  Medium   humanoid  (any),  any non-good  \n'b'  Armor Class  15 (leather armor)  Hit Points  99 (18d8 + 18)  Speed  30 ft.\n'b' STATS STR: 10 (+0) DEX:  18 (+4)  CON:  13 (+1)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +7,  Int  +3  Skills   Deception  +5,  Insight  +3,  Perception  +3,  Stealth  +10  Senses  passive  Perception  13  Languages  any two languages  Challenge  7 (2,900 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Phrenic Weapons . The breathstealer\xe2\x80\x99s weapon attacks are magical. When the breathstealer hits with any weapon, the weapon deals an extra 3d6 psychic damage (included in the  attack ). \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The breathstealer makes two Shortsword attacks and one Dagger  attack  or three Psychic Blast attacks. It can replace one  attack  with a use of Gasp to Survive, if available. \n'b'  Shortsword .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 7 (1d6 + 4) slashing damage plus 10 (3d6) psychic damage. \n'b'  Dagger .  Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit : 6 (1d4 + 4) piercing damage plus 10 (3d6) psychic damage. \n'b'  Psychic Blast .  Ranged Spell Attack : +5 to hit, range 60 ft., one target.  Hit : 16 (4d6 + 2) psychic damage. If the target is currently suffocating from the breathstealer\xe2\x80\x99s Gasp to Survive, the breathstealer can choose to deal 1 psychic damage to the target instead. \n'b'  Gasp to Survive (Recharge 4\xe2\x80\x936) . The breathstealer chooses a creature it dealt psychic damage to within the last minute. The target must make a DC 15  Wisdom  saving throw. On a failure, the target takes 14 (4d6) psychic damage and believes it is suffocating, including choking and being unable to speak. On a success, the target takes half the damage and doesn\xe2\x80\x99t believe it is suffocating. At the start of each of the suffocating creature\xe2\x80\x99s turns, it must make a DC 15  Wisdom  saving throw. It has disadvantage on this saving throw if it took psychic damage since the start of its prior turn. If it fails three such saving throws before succeeding on three such saving throws, it falls  unconscious  for 1 hour, returns to breathing normally, and stops making this saving throw. On its third successful save, the effect ends for the creature. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Cunning Action . The breathstealer takes the  Dash ,  Disengage , or  Hide  action. \n'b'\n'b' ABOUT \n'b' A breathstealer\xe2\x80\x99s minor psychic abilities make a victim believe it is out of breath. As bounty hunters, their technique is most effective when an elusive target must be brought in alive and unharmed. Their cloaks are always filled with daggers, shortswords, rope, manacles, and other tools commonly found among bounty hunters.'