Name Thief

medium undead, neutral evil

D&D 5.5 / SRD 5.2

Challenge 7 (2,900 XP)

Available with DM subscription
STR
12 (+1)
DEX
16 (+3)
CON
20 (+5)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)

Defense

Armor Class
15 (bone and grave-iron)
Hit Points
95 (10d8 + 50 +5)
Speed
30 ft.

Treasure & Loot Common

No significant treasure

Proficiencies & Senses

Saving Throws Constitution, Wisdom
Skills
Arcana +5, History +5, Stealth +6, Perception +6, Intimidation +7
Senses
darkvision 60 ft.
passive Perception 16

Characteristics

Damage Vulnerabilities
—
Damage Resistances
necrotic, psychic
Damage Immunities
poison
Condition Immunities
charmed, exhaustion, poisoned
Languages understands Common and one language it knew in life but cannot speak

Traits and Actions

The Count

Trait Custom
The Count Custom
Wisdom Saving Throw Rule
At the start of each of its turns, the Name Thief speaks a number aloud. Each creature within 30 feet of it whose name the Name Thief has not recorded must succeed on a DC 13 Wisdom saving throw or be unable to take the Help action until the start of the Name Thief's next turn.

Unnamed

Trait Custom
Unnamed Custom
Charmed Condition
The Name Thief is immune to the Charmed condition and to any effect that requires it to know a creature's name. It automatically knows whether a creature within 30 feet has had its name recorded by it.

Unnamed. Homebrew immunity to effects that require the Name Thief to know a creature's name, plus name-tracking awareness.

Bound to the Shelves

Trait Custom
Bound to the Shelves Custom
The Name Thief will not pursue a creature beyond the Bone-Shelved Vaults. If a creature within 30 feet presents a painted skull to it, the Name Thief stops attacking that creature and will not attack it again unless that creature attacks the Name Thief first.

Multiattack

Action
The Name Thief makes two Ink-Brush attacks.

Ink-Brush

Action
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) necrotic damage. The brush leaves a wet glyph on the target.

Erase the Name

Action Custom
Erase the Name Custom
Frightened Condition
One creature the Name Thief can see within 30 feet must make a DC 15 Charisma saving throw. On a failure, the target takes 21 (6d6) psychic damage and cannot speak its own name or the names of its allies for 1 minute, and it has disadvantage on saving throws against being frightened for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Running the encounter

Combat Behavior

Tactics

  • Opens with Erase the Name on the party's healer or caster.
  • Uses The Count each turn to deny Help actions while its Tidewater Husks pin the front line.
  • Focuses brush attacks on creatures whose names it has recorded.

Combat Style

Patient controller that erases names and denies aid while guards hold the line.

Morale

Stands its ground while intruders remain on the third shelf; withdraws to the shelves if reduced below half hit points.

Appearance & presence

Monster Description

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