| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 18 | +4 | +6 |
| CON | 14 | +2 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 15 | +2 | +2 |
| CHA | 10 | +0 | +0 |
Pack Instinct. The thrall has advantage on attack rolls against a creature if at least one ally is within 5ft. of the target and isn’t incapacitated.
Blood-Frenzy. The thrall has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Twisted Loyalty. If the Blighted Stag or a Matriarch within 60 ft. is reduced to 0 hit points, the thrall gains advantage on all attack rolls and saving throws until the end of its next turn.
Corrupted Blood. When the thrall dies, ichor erupts in a 5-ft. radius. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 9 (2d8) necrotic damage.
Multiattack. The thrall makes two attacks: one with its Hooves and one with its Bite.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and the target must succeed on a DC 13 Con save or take 7 (2d6) necrotic damage at the start of its next turn.
Necrotic Spit (Recharge 5–6). The thrall hurls a glob of corrupted ichor up to 30 ft. Each creature in a 5-ft. radius of the impact point must make a DC 13 Dex save, taking 14 (4d6) necrotic damage on a failed save, or half as much on a success.
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Explosive : When this monsters leader reaches 0 hp this monster , alive or dead will explode for 1d6 damage in a 15 foot circle.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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