Medium Or Small Beast, Chaotic Evil
Armor Class 12 natural armor
Hit Points 27 (5d8)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
12 (+1)
INT
5 (-3)
WIS
9 (-1)
CHA
6 (-2)
Saving Throws STR +6, DEX +2, CON +4, INT −4, WIS +0, CHA −2
Skills Perception +1
Damage Resistances Bludgeoning, Piercing, and Slashing from Mundane Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 10
Languages Common, Deep Speech cant speak but understand understands Common (fragments), Deep Speech; cannot speak coherently
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Every Thrall’s mind is shackled to the will of the Brood-Tide hive — an invisible psychic network linking all infected creatures.
Even at great distance, the Thrall feels the pulse of the swarm like a heartbeat in its skull.
When one sees prey, the others feel the hunger.
Destroying a local hive node can cause nearby Thralls to fall into confused frenzy, clawing at themselves as if deafened by sudden silence.

2. Infectious Blood

The Thrall’s very blood is a weapon. Thick and black-green, it bubbles with necrotic spores that burrow into open wounds.
When spilled, it seeps into the soil, corrupting the ground and birthing pale fungal growths that twitch at movement.
Those who fight a Thrall up close often carry lingering scratches that fester into dark veins within days.

Common superstition: “Never let a Thrall’s blood touch the earth, or it will remember you.”

3. Broken Mind

Once intelligent beings, Thralls retain faint echoes of their former lives — a soldier’s salute, a mother’s lullaby, a merchant’s plea for mercy.
These fragments leak out in mumbled words or eerie mimicry, confusing travelers who hear voices in the dark.
Their consciousness flickers like dying embers, but occasionally, in rare lucidity, a Thrall may hesitate before striking — a split-second reminder of who they were.

Actions

.

Multiattack.
The Thrall makes two Claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage.

Grasping Infection (Recharge 5–6).
The Thrall grabs at its foe with both hands. One creature within 5 feet must make a DC 12 Strength saving throw or be grappled (escape DC 12) and take 5 (1d10) necrotic damage at the start of each of its turns while grappled. The grappled creature must also make a DC 12 Constitution saving throw each round it takes damage or become infected (as above).

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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 Actions

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

Physical Description

Brood-Tide Thralls still resemble the humanoids they once were — barely.
Their skin turns gray or ashen, stretched taut over wiry muscles that pulse with dark veins of ichor. Eyes cloud into milky white or glow faintly with a sickly yellow-green hue. The mouth often splits wider than natural, exposing rows of cracked, uneven teeth.

Fingers and nails elongate into talon-like claws, and patches of chitin or bone erupt through the flesh along the arms, shoulders, and spine. The air around a Thrall carries a faint stench of rot mixed with iron and ozone — the smell of corrupted life energy.

When still, a Thrall twitches and trembles, as if suppressing constant pain. When it moves, it does so in unsettling bursts — jerky, too fast, almost insectile.

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.

julieslowny04

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