Medium Undead, Neutral Evil
Armor Class 16 Chain Shirt and Shield
Hit Points 22 (3d8 + 9)
Speed 30 ft.
STR
15 (+2)
DEX
13 (+1)
CON
16 (+3)
INT
9 (-1)
WIS
11 (+0)
CHA
7 (-2)
Saving Throws CON +5, WIS +2
Skills Athletics +4
Damage Resistances Piercing, Slashing
Damage Immunities Poison
Condition Immunities Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Undead Fortitude. If damage reduces the dark thrall to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken. On a success, the dark thrall drops to 1 hit point instead. If the damage that dropped it to zero is something other than bludgeoning, radiant or fire then the dark thrall gets advantage on the save.

Actions

Multiattack. The dark thrall makes two melee attacks or two ranged attacks.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Description

Dark thralls are intelligent undead created from necromantic rituals involving suffusing a corpse with alchemical potions and carving runes of control into the skull. They are often provided weapons and armor which are pitted and corroded since the dark thrall has little interest in anything beyond bringing death to the living and serving their creators demands. Their appearance varies somewhere between a skeleton and a zombie and the stench of decay follows them wherever they go.

These creatures can be very cunning and make use of basic tactics and strategy. While they fear nothing they will retreat if doing so make sense or make use of cover if the situation warrants. If their leader is destroyed they will make individual decisions which may mean fighting to the death or fleeing to roam the countryside as undead marauders. 

 

Habitat: Urban

Slaine000

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