As part of “Masters of Eternal Night” the Thralltakers – a group of mind flayer bounty hunters – pursue the party and eventually attack them. In the original adventure, it was a trio of standard mind flayers – – Noth, Vour and Skwusch along with Bluntfel, the intellect devourer-bloodhound and a thrall bodyguard. Each one of these was designed to counter 3 fighter types in my party.
Here is one of the NPC bodyguards.
JON, MIND FLAYER THRALL
Medium humanoid (human), neutral evil
Armor Class 19 (chain mail +1 and shield)
Hit Points 202+10 (27d8 + 81)
Speed 30 ft.
|20 (+5)||14 (+2)||17 (+3)||13 (+1)||10 (+1)||8 (-2)|
Saving Throws STR +9, DEX +6, CON +7 +1d4
Skills Athletics +9, Intimidation +4, Perception +5, Persuasion +2
Senses passive Perception 15
Languages Common, Undercommon
Challenge 12 (8,400 XP)
Indomitable (3/Day). The adventurer thrall can reroll a saving throw he fails. He must use the new roll.
Psionic Seal. Jon has a psionic tattoo on his neck that enhances her mind/body coordination, granting him +2 on all attack rolls.
Special Equipment. Jon carries the following equipment chain mail +1 (a yellow vest made of steel with black rivets, decorated with a herb – garlic), potion of heroism (active), potion of invisibility, ring of warmth, mighty longbow (uses strength instead of dexterity), the Holy Moonlight Sword, heavy furs, and boots.
Survivor. The adventurer thrall regains 10 hit points at the start of his turn if he has at least 1 hit point but fewer hit points than half his hit point maximum.
Moonlight Burst. When first bloodied Jon drives the moonlight blade into the ground and the triggering attacker is struck by a column of moonlight erupting from beneath its feet. The target creature must make a DC 13 Dexterity saving throw taking 13 (2d12) radiant damage and 16 (2d12) force damage and is pushed back 10 feet and knocked prone on a failed saving throw. If the creature has already been hurt by radiant damage this encounter it automatically fails the saving throw and takes maximum damage.
Multiattack. The adventurer thrall makes two weapon attacks.
Holy Moonlight Sword. Melee Weapon Attack: +14+1d4 to hit, reach 5 ft., one target.
Hit: 15 (2d6 + 8) radiant damage. Creatures that take damage from this attack are surrounded in a pale blue-white aura for 1 minute.
Moonlight Slash. A crescent of arcane energy flies from the blade in a 30 ft long 5 ft wide line. Any creature in the line must make a DC 16 Dexterity saving throw taking 26 (4d12) radiant damage on a failed saving throw. If the creature has already been hurt by radiant damage this encounter it automatically fails, the saving throw and takes maximum damage.
Mighty Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target.
Hit: 8 (1d6 + 5) piercing damage.
Parry. The adventurer thrall adds 3 to his AC against one melee attack that would hit him. To do so, the adventurer thrall must see the attacker and be wielding a melee weapon.
Jon is a helpful and well-mannered individual, but he won’t hesitate to kill at the behest of his illithid master.
You must log in to post a comment.