Slow Start. When rolling initiative the thrall’s explode action
needs to recharge before it can be used.
Gargling Grab. A creature that starts its turn grappled by the thrall, must succeed a DC 15 Wisdom saving throw or becomes frightened by the thrall until the beginning of its next turn.
Multiattack. The thrall makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Instead of dealing damage the thrall can choose to grapple the target instead, escape DC 14.
Explode (Recharge 5-6). The thrall explodes, instantly killing it. Each creature within 10 feet of the thrall must make a DC 15 Dexterity saving throw, taking 18 (4d8) necrotic damage on a failed save or half as much on a successful one.
Description
The Pelagic perform human sacrifices during certain phases of the moon, and feast on what remains after their vile god has been appeased. But when their raiders bring sacrifices that are already deceased - which commonly are sailors or those that have been deemed unworthy for the offering - the twisted Pelagic Shamans turn these bloated corpses into undead thralls with their unholy magic.