Mendacious Materials: Blood Thrall

blood thrallBlood Thrall     CR 4
XP 1,200
Blood thrall slayer 3
CN Medium undead (augmented)
Init +4; Senses darkvision 60 ft.; Perception +11
Aura sanguinating aura (20 ft., +1 to bleed damage)

DEFENSE
AC 22, touch 14, flat-footed 18 (+6 armor, +4 Dex, +2 natural)
hp 30 (3d10+9) fast healing 5 [effectively 2]
Fort +5, Ref +7, Will +0
Defensive Abilities channel resistance +2, orc ferocity; DR 5/magic; Resist cold 5, electricity 5
Weaknesses blood thrall weaknesses (self-inflicts 3 damage/round), vulnerable to critical hits and precision damage

OFFENSE
Speed 45 ft.
Melee slam +9 (1d4+9 plus 1d4 bleed) or 2 slams +7/+7 (1d4+6 plus 1d4 bleed)
Special Attacks sneak attack +1d6, studied target +1, unsettling exterior, visceral explosion (40-ft.-radius, 3d10 force and piercing damage, DC 14 Reflex negates)

TACTICS
Before Combat The blood thralls leap out of their barrels and attack the PCs.
During Combat The blood thralls relentlessly pummel opponents to death, feasting on their remains for 1 round before re-engaging in combat.
Morale Blood thralls have some sentience but very little, and these creatures have been commanded to fight to the death (which they do with great zeal).

STATISTICS
Str 22, Dex 19, Con —, Int 6, Wis 12, Cha 16
Base Atk +3; CMB +9; CMD 23
Feats Double Slice, Power Attack, Two-Weapon Fighting
Skills Acrobatics +22, Climb +10, Intimidate +3, Perception +11, Stealth +14, Swim +10; Racial Modifiers +12 Acrobatics, +4 Perception, +4 Stealth
Languages Klavek, Orc
SQ slayer talent (ranger combat style [Two-Weapon Fighting]), track
Treasure none

 

5E Rules

BLOOD THRALL
Medium undead, chaotic neutral
AC 15 (2 natural)
Hit Points 22 (3d8+9)
Speed 45 ft.
STR 18 (+4), DEX 16 (+3), CON 16 (+3), INT 7 (-2), WIS 15 (+2), CHA 12 (+1)
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive perception 11
Challenge 2 (450 XP)
Undead Fortitude.
Morphing Sanguinius Aura. Living creatures within 10 feet that are not at their maximum hit point total take 1d4 necrotic damage at the start of the blood thrall’s turn. The blood thrall recovers the same number of hit points.
Visceral Explosion. When a blood thrall is finally destroyed its body erupts in a powerful explosion that deals 3d10 damage to all creatures within 40 feet that are not at their maximum hit points. A DC 14 Dexterity saving throw negates this damage.

ACTIONS
Slam. Melee Weapon Attack: +6 to hit, one target.
Hit: 14 (1d4+6) slashing damage.

 

[Thanks goes out to Mick Hand for help with the 5E version of this monster!]

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