Creepy Cryx
Bane Warrior
Medium undead, neutral evil
AC: 14 (ring mail) HP: 58 (9d8+18) Speed: 30 ft.
STR: 12 (+1) DEX: 10 (0) CON: 14 (+2)
INT: 8 (-1) WIS: 10 (0) CHA: 8 (-1)
Weapon Master: When making an attack with a War Axe, the Bane Warrior deals one extra die of damage.
Dark Shroud: While in this creature's melee range, enemies take an additional 2 (1d4) necrotic damage.
Incorporeal Movement: The Bane Warrior can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
War Axe: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 12 (2d10+1) slashing damage
CR: 1 (200 XP)
Bane Warrior Officer
Medium undead, neutral evil
AC: 14 (ring mail) HP: 58 (9d8+18) Speed: 30 ft.
STR: 12 (+1) DEX: 10 (0) CON: 14 (+2)
INT: 10 (0) WIS: 10 (0) CHA: 10 (0)
Weapon Master: When making an attack with a War Axe, the Bane Warrior deals one extra die of damage.
Dark Shroud: While in this creature's melee range, enemies take an additional 2 (1d4) necrotic damage.
Incorporeal Movement: The Bane Warrior can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Binding Aura: The Officer and all Bane Warriors within 30 ft. gain Undead Fortitude.
Undead Fortitude: If damage reduces the Bane Warrior to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the Bane Warrior drops to 1 hit point instead.
Actions
Void Bringer (Recharge after a Short or Long Rest): Revive 3 (1d3+1) Bane Warriors that have died in the past 1 minute.
Multiattack: The Officer makes two War Axe attacks.
War Axe: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8+1) slashing damage
CR: 2 (450 XP)
Mechanithrall
Medium undead, neutral evil
AC: 8 HP: 30 (4d8+12)Speed: 20 ft.
STR: 14 (+2) DEX: 6 (-2) CON: 16 (+3)
INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3)
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: understands the languages it knew in life but can’t speak
Loathsome Limbs: Whenever the Thrall takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:
1-8: One leg is severed from the Thrall if it has any legs left.
9-16: One arm is severed from the Thrall if it has any arms left.
17-20: The Thrall is decapitated.
If the Thrall is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the Thrall’s initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the Thrall’s hit points.
A severed leg is unable to attack and has a speed of 5 feet.
A severed arm has a speed of 5 feet and can make one slam attack on its turn, with disadvantage on the attack roll. Each time the Thrall loses an arm, it loses a slam attack.
If its head is severed, the Thrall’s body is blinded.
The Thrall’s speed is halved if it’s missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can’t benefit from bonuses to speed.
Actions
Multiattack: The Mechanithrall makes two slam attacks.
Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
CR: 1 (200 XP)
Brute Thrall
Large undead, neutral evil
AC: 8 HP: 85 (9d10+36) Speed:30 ft.
STR: 19 (+4)DEX: 6 (-2)CON: 18 (+4)
INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3)
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: understands the languages it knew in life but can’t speak
Loathsome Limbs: Whenever the Thrall takes at least 15 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:
1-8: One leg is severed from the Thrall if it has any legs left.
9-16: One arm is severed from the Thrall if it has any arms left.
17-20: The Thrall is decapitated.
If the Thrall is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the Thrall’s initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the Thrall’s hit points.
A severed leg is unable to attack and has a speed of 5 feet.
A severed arm has a speed of 5 feet and can make one slam attack on its turn, with disadvantage on the attack roll. Each time the Thrall loses an arm, it loses a slam attack.
If its head is severed, the Thrall’s body is blinded.
The Thrall’s speed is halved if it’s missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can’t benefit from bonuses to speed.
Actions
Multiattack: The Brute Thrall makes two slam attacks.
Slam: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage.
Reactions
Shield Guard: When an adjacent ally is hit by a ranged attack from a creature the Brute Thrall can see, the Brute Thrall can choose to be hit by the attack instead.
CR: 2 (450 XP)
Necrosurgeon
Medium undead, neutral evil
AC: 12 HP: 45 (10d8) Speed: 30 ft.
STR: 8 (-1) DEX: 14 (+2) CON: 10 (0)
INT: 12 (+1) WIS: 16 (+3) CHA: 10 (0)
Skills: Arcana +3, Medicine +5
Actions
Body Snatcher: The Necrosurgeon casts Gentle Repose.
Necrosurgery: Heal target undead creature within 5 ft. for 1d6+4, plus additional hit points equal to the creature's maximum number of hit dice, and restore one lost body part if any are missing.
Reanimator: The Necrosurgeon casts Animate Dead as a 4th level spell, creating Mechanithralls.
Gutsplitter: +4 to hit, 4 (1d4+2) piercing damage.
Reactions
Sacrificial Pawn: When a creature the Necrosurgeon can see targets it with an attack, the Necrosurgeon chooses a Thrall within 5 feet of it. The chosen Thrall becomes the target instead.
CR: 1/4
Bane Warrior
Medium undead, neutral evil
AC: 14 (ring mail) HP: 58 (9d8+18) Speed: 30 ft.
STR: 12 (+1) DEX: 10 (0) CON: 14 (+2)
INT: 8 (-1) WIS: 10 (0) CHA: 8 (-1)
Weapon Master: When making an attack with a War Axe, the Bane Warrior deals one extra die of damage.
Dark Shroud: While in this creature's melee range, enemies take an additional 2 (1d4) necrotic damage.
Incorporeal Movement: The Bane Warrior can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
War Axe: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 12 (2d10+1) slashing damage
CR: 1 (200 XP)
Bane Warrior Officer
Medium undead, neutral evil
AC: 14 (ring mail) HP: 58 (9d8+18) Speed: 30 ft.
STR: 12 (+1) DEX: 10 (0) CON: 14 (+2)
INT: 10 (0) WIS: 10 (0) CHA: 10 (0)
Weapon Master: When making an attack with a War Axe, the Bane Warrior deals one extra die of damage.
Dark Shroud: While in this creature's melee range, enemies take an additional 2 (1d4) necrotic damage.
Incorporeal Movement: The Bane Warrior can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Binding Aura: The Officer and all Bane Warriors within 30 ft. gain Undead Fortitude.
Undead Fortitude: If damage reduces the Bane Warrior to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the Bane Warrior drops to 1 hit point instead.
Actions
Void Bringer (Recharge after a Short or Long Rest): Revive 3 (1d3+1) Bane Warriors that have died in the past 1 minute.
Multiattack: The Officer makes two War Axe attacks.
War Axe: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8+1) slashing damage
CR: 2 (450 XP)
Mechanithrall
Medium undead, neutral evil
AC: 8 HP: 30 (4d8+12)Speed: 20 ft.
STR: 14 (+2) DEX: 6 (-2) CON: 16 (+3)
INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3)
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: understands the languages it knew in life but can’t speak
Loathsome Limbs: Whenever the Thrall takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:
1-8: One leg is severed from the Thrall if it has any legs left.
9-16: One arm is severed from the Thrall if it has any arms left.
17-20: The Thrall is decapitated.
If the Thrall is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the Thrall’s initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the Thrall’s hit points.
A severed leg is unable to attack and has a speed of 5 feet.
A severed arm has a speed of 5 feet and can make one slam attack on its turn, with disadvantage on the attack roll. Each time the Thrall loses an arm, it loses a slam attack.
If its head is severed, the Thrall’s body is blinded.
The Thrall’s speed is halved if it’s missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can’t benefit from bonuses to speed.
Actions
Multiattack: The Mechanithrall makes two slam attacks.
Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
CR: 1 (200 XP)
Brute Thrall
Large undead, neutral evil
AC: 8 HP: 85 (9d10+36) Speed:30 ft.
STR: 19 (+4)DEX: 6 (-2)CON: 18 (+4)
INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3)
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: understands the languages it knew in life but can’t speak
Loathsome Limbs: Whenever the Thrall takes at least 15 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:
1-8: One leg is severed from the Thrall if it has any legs left.
9-16: One arm is severed from the Thrall if it has any arms left.
17-20: The Thrall is decapitated.
If the Thrall is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the Thrall’s initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the Thrall’s hit points.
A severed leg is unable to attack and has a speed of 5 feet.
A severed arm has a speed of 5 feet and can make one slam attack on its turn, with disadvantage on the attack roll. Each time the Thrall loses an arm, it loses a slam attack.
If its head is severed, the Thrall’s body is blinded.
The Thrall’s speed is halved if it’s missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can’t benefit from bonuses to speed.
Actions
Multiattack: The Brute Thrall makes two slam attacks.
Slam: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage.
Reactions
Shield Guard: When an adjacent ally is hit by a ranged attack from a creature the Brute Thrall can see, the Brute Thrall can choose to be hit by the attack instead.
CR: 2 (450 XP)
Necrosurgeon
Medium undead, neutral evil
AC: 12 HP: 45 (10d8) Speed: 30 ft.
STR: 8 (-1) DEX: 14 (+2) CON: 10 (0)
INT: 12 (+1) WIS: 16 (+3) CHA: 10 (0)
Skills: Arcana +3, Medicine +5
Actions
Body Snatcher: The Necrosurgeon casts Gentle Repose.
Necrosurgery: Heal target undead creature within 5 ft. for 1d6+4, plus additional hit points equal to the creature's maximum number of hit dice, and restore one lost body part if any are missing.
Reanimator: The Necrosurgeon casts Animate Dead as a 4th level spell, creating Mechanithralls.
Gutsplitter: +4 to hit, 4 (1d4+2) piercing damage.
Reactions
Sacrificial Pawn: When a creature the Necrosurgeon can see targets it with an attack, the Necrosurgeon chooses a Thrall within 5 feet of it. The chosen Thrall becomes the target instead.
CR: 1/4
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