These fiends are the
Thirst Slacker's favorite minions, serving as his commanders, honor guard and lovers. In turn, the quenchers universally loathe him. These horned demons are lovely in form, male or female, and dress in once-white silks spatted with the blood stains of countless victims. Why? Because quenchers exist to quench their bloodlust. They love to kill and they always hunger for more blood. Their relentless presence both spurs and damages their allies. Their weapons, polearms, are constructed from steel-hard cartilige and riddled with veins eager to suck blood from the wounds they open. This is why they loath the Thirst Slacker. His commands and needs taken them away from their simple blood hunger and they find his manipulations tiresome. Yet, they are bound to serve him.
Quencher
Large fiend, chaotic evil
Armor Class
16 (chain mail)
110 (13d10 + 39)
Speed
30 ft
Str 18 Dex 11 Con 17 Int 12 Wis 15 Cha 14
Skills Perception +5,
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities cold, fire
Sensesdarkvision 60 ft., passive Perception 15
Languages Abyssal, Common, Infernal
Challenge
7 (2,900 XP)
Bloody Regeneration.
The fiend regains 10 hit points at the start of its turn if it has at least 1 hit point and dealt damage to a creature on its last turn.
Insidious Relief.
At the start of each of their turns, each friendly creature within 30ft of the fiend removes 1 level of Exhaustion. If a creature does not have any levels of exhaustion, they heal 3(1d6) temporary hit points instead. However, if the creatures that gained temporary hit points in this way do not deal damage on their turn, they lost 7(2d6) hit points.
Magic Weapons.
The fiend's weapon attacks are magical.
Actions
Multiattack.
The fiend makes two attacks, one of which may be a polearm attack.
Gore.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Blood Burst.
Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 9(2d6+2) necrotic damage
Polearm.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (1d10 + 4) piercing damage and 5(1d10) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
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