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.
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.
None
Retaliatory Attack. If another thrall is attacked within 5ft of the thrall it can make a retaliation Claw attack against the offending attacker.
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
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.
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