Medium Undead, Neutral Evil
Armor Class 14 Natural
Hit Points 32 (5d8 + 10)
Speed 30 ft., Climb 15 ft.
STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
8 (-1)
CHA
10 (+0)
Saving Throws DEX +6
Skills Athletics +4, Perception +1
Damage Immunities Necrotic
Condition Immunities Exhaustion
Senses Darkvision 60ft, Passive Perception 11
Languages Common understands, Common Sign Language Understands and speaks, Deep Speech Understands and speaks Common and deep speech
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Blood Bond. The thrall has advantage on saving throws against being charmed by anyone other than Keres or his Vampire spawn. It can sense the general direction of the nearest Cult of The Skull member within 1 mile.

Blood Frenzy. The thrall has advantage on melee attack rolls against any creature that doesn't have all of its hit points.

Sunlight Sensitivity. While in sunlight, the thrall has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

 

Actions

Maultiattack. The thrall makes two attacks: one with its bite and one with its claws

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) [Piercing] damage. If the target is a humanoid it must succeed on a DC 12 Constitution saving throw or loose 1d4 hit points at the start of each of its turns due to blood loss. Each time the thrall hits the target with this same attack, the damage taken increases to 1d4. Any creature can take action to staunch the wound with a successful DC 12 Wisdom (Medicine) check.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) [Slashing] damage. 

Bonus Actions

None

Reactions

Retaliatory Attack. If another thrall is attacked within 5ft of the thrall it can make a retaliation Claw attack against the offending attacker.

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

A gaunt, twisted humanoid creature, once human, now partially corrupted by vampiric ritual magic. Medium build, wiry and malnourished-looking frame with unnaturally quick, predatory posture. Pale gray-white skin with a waxy, sickly sheen, dark necrotic veins visible pulsing beneath the surface at the neck, temples, and wrists. Sunken, bloodshot eyes with irises bled to a dull crimson-brown, pupils unnaturally wide and dark. Mouth slightly open showing elongated, sharp canine teeth (not full vampire fangs, but jagged and blood-stained), inflamed gums. Fingers ending in thickened, blackened claw-like nails, scarred knuckles. Wearing tattered dark peasant or cultist clothing, leather straps with a crude carved skull symbol (symbol of Orcus) visible on a strap or branded into skin. Ritual scarification patterns visible on exposed skin. Crouched, feral stance, like a predator about to strike. Dim, shadowy lighting, gothic horror atmosphere, dark fantasy art style. Muted color palette — grays, dried-blood reds, sickly pale flesh tones, deep shadows.

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.

Monster Tags: Any

Habitat: Forest

Fallionas

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