The lowest of servants for vampire nobles and lords. These are often people who the vampire sucked dry or fresh corpses that was given vampirism. The thrall are mindless, often acting as ‘guard dogs’ for them to protect property to hunt down an enemy of their master.
Medium Humanoid Undead
Hit Points
18
Speed
35 ft
AC
12
Fortitude
12
Reflex
12
Will
10
Str
15 (+2)
Dex
15 (+2)
Con
10 (+0)
Int
11 (+0)
Wis
11 (+0)
Cha
11 (+0)
Immunities. Poison damage, DrowningDrowningYou’re fully submerged in water, unable to breathe, and fighting in order to stay afloat and keep swimming or break out of being encased in water. The Drowning creature must make an Endurance check to not breathe in liquid and must attempt to move or swim out until they can break for air, using all Actions in order to do so. In addition, the Drowning characters are Deafened, Silenced, Suffocating and most likely also Wet., PoisonPoisoned ConditionPoisoned. The target takes Poison damage at the beginning of their turn based on the average damage die of poison as well as other effects of the poison., SuffocatingSuffocating ConditionThe target cannot take any Actions until the beginning of their next turn. Any attack against it yields Advantage and the target doesn’t count toward flanking..
Resistances. Dark damage.
Weaknesses. Radiant damage.
Derangement. The creature is naturally in a Deranged state unless Charmed or Enraged.
Blood Lust. Whenever a target becomes Bloodied, the creature becomes Enraged against the Bloodied target.
Enhanced Athletics. The creature has a supernatural strength to them, allowing them to climb, jump, and swim equal to their movement speed.
Actions
Unarmed (Str). +5 to hit AC. 1d6+2 Bludgeoning damage and the target is GrappledGrappled ConditionThe target is being held by someone or something. They cannot take any movement actions while Grappled and yields Advantage when attempting to be attacked, Tripped, or Disarmed. Opponents who are Grappled and Prone yield a Disadvantage to break the Grapple..
Bite (Str). +5 to hit AC. 1d8+2 Piercing damage and the creature heals for half the damage dealt.