Skip to main content

Thirst Slaker




Blue-skinned and robbed in solid shadows which give a vague impression of a sheik’s robes, this fiend is always quick to smile or sneer depending on the current level of contempt for its ‘master’. However, malice always twinkles in its compound eyes, especially whenever it twists the wishes asked of it. Asymmetrical horns curl from the Thirst Slacker’s forehead. Its legs end with a fly’s feet. Lastly, it sheaths a charred scimitar on a belt made from a chain of coins stolen from the eye sockets of the dead. The weapon is rarely drawn and never used. Instead, holes in the feind's hands contain red-shelled centipedes eager to strike.


Avarice Peddler. While the Thirst Slacker presents itself as some sort of djinn, its origins lay in the deep bowels of hell. It often appears with a cup of cool water or fine wine in hand, ready to offer it out to the current holder of the ‘ancient’ skull which summoned it. From there, it explains that it is here to quench its master’s thirsts. In truth, it exists to lead its master down a path of debauchery and sin as it fulfills the darkest of wishes. With each bounty granted, the false master’s life force is drained by the Thirst Slacker until the humanoid finally perishes. Then, the skull the wisher was using dissolves into dust, and the Thirst Slacker claims their head to construct a new one.


Before returning to hell, the Thirst Slacker squirrels the new skull away in a dungeon or treasure vault. Then it seeds stories that will eventually lead to its discovery. Thus, its game can begin anew.


Thirst Slaker

Medium fiend, chaotic evil

Armor Class 17 (natural armor)

Hit Points 157 (15d8 + 90)

Speed 30ft

Str 18 Dex 17 Con 22 Int 13 Wis 16 Cha 20

Saving Throws Dex +7, Cha +9

Skills Deception +9, Insight +7, Performance +9, Persuasion +9, Stealth +7

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities cold, fire

Condition Immunities exhaustion

Senses arkvision 120 ft., truesight 10 ft., passive Perception 13

Languages Abyssal, Celestial, Common, Infernal

Challenge 11 (7,200 XP)

Innate Spellcasting.

The fiends's innate spellcasting ability is Charisma (spell save DC 17, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect magic, infestation, misty step, poison spray

3/day each: create food and water, inflict wounds, tongues, giant insect

1/day each: creation, insect plague, invisibility, major image, plane shift

Baleful Wish.

The feind can grant three wishes to a creature that isn't a fiend. Once the thirst slaker has granted its limit of wishes, it can't grant wishes again it cannot do so again until summoned.


To be granted a wish, a creature within 60 feet of the fiend states a desired effect to it and must hold the slaker's skull. The thirst slaker can then cast the Wish spell on the creature's behalf to bring about the effect. However, the thirst slaker will always twist the wording of this spell to cause the most chaos and cost to the creature and world around it. In addition, the creature that made the wish suffers a level of exhaustion for each wish it has had granted. This level of exhaustion remains until the thirst slaker's skull is destroyed or leaves the plane under its own volition.

Skull Bound.

The fiend is bound to the slaker's skull. Whomever is attuned to the slaker's skull can not only demand three wishes from the thirst slaker but can summon the fiend into an unoccupied space within 5ft as an action, even of they are on a different plane than the thirst slaker.

If the slaker's skull is destroyed, the thirst slaker is automatically banished back to its infernal home.

Wishing Well.

Whenever someone makes a wish using the slaker's skull, the thirst slaker heals 30 hit points.

Actions

Multiattack.

The thirst slaker makes 2 attacks

Centipede.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1010 + 4) piercing damage plus 10 (3d6) poison damage. In addition, if the target is a creature it must succeed on a DC 18 Constitution saving throw or be Poisoned until the end of its next turn.

Legendary Actions

The thirst slacker can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The thirst slacker regains spent legendary actions at the start of its turn.


Bite (1 point). The thirst slacker makes a Centipede attack.

Crushing Coils (1 point). The thirst targets a creature it can see within 30ft and summons fiendish, giant centipedes that attempt to construct it. The creature must succeed on a DC 16 Strength save or be restrained for the next minute. As an action, the creature can make a Strength Check (DC 16), ending the restrained condition on a success.

Cast Spell (2 Points). The fiend casts an available spell

Master's Call (2 points). The thirst slaker casts Misty Step, but only to move closer to the holder of the slaker's skull. The holder gains +4 AC until the start of its next turn.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...