Centuries ago, the continent of Sarpadia was home to a form of precursor to what would eventually become the Cabal. known as the Order of the Ebon Hand. Made famous by their necromantic knowledge and experiments, the Order was feared by the other people of Dominaria, just as today the influence of the Cabal frightens them. Led by a mage named Endrek Sahr, the Order eventually discovered a process for reanimating dead flesh, turning it into living creatures capable of storing magical energy inside their bodies. Treated as slaves, the creation of intelligent thrulls eventually led the dopwnfall of the Order, and caused the entire continent of Sarpadia to be overrun by the creatures. Recently, under the tutelage of the ancient demon Belzenlok, the Cabal has rediscovered the method to making thrulls, and set about to devise their own magical slave labor.
Repeated Experiments Ever - cautious, while the Cabal took the process of making thrulls like a fish to water, the leaders of the organization decided further research was due. By carefully cultivating thrulls of many different shapes, sizes, abilities, and intelligence, and with the ever - guiding hand of Belzenlok, the Cabal learned in a few short years what had taken the Order decades of work. Thrulls to store and release energy, thrulls to sever as slave labor, and even thrulls intelligent enough to learn the arts of necromancy for themselves were all churned out of the deepest reaches of the Cabal Stronghold - and each of them summarily destroyed when the experiment was finished.
Learn from the Past Well aware of the cautionary tales of the Order and their lost home of Sarpadia, while the Cabal experimented with making intelligent thrulls, they decided it best to make the thrulls with as little intelligence as possible. This decision was made to ensure the Cabal never met the same fate as the members of the Order, but more importantly, led the Cabal down a road which the Order had never thought to try. Rather then creating thrulls with the bare minimum of intelligence, enough to hunt and feed, but not to talk or reason. Already given plenty of access to slave labor, the Cabal didn't need more servants, and thrulls were too obvious to infiltrate communities. But they could, however, make excellent guards for important Cabal sites.
A Form Designed for Strength After creating and unleashing dozens of primal thrulls, while other members of the Cabal set about training them to act as watchdogs for the Stronghold, the Cabal's thrull makers experimented with stronger forms, grafting multiple arms, segmented eyes, and parts of wild animals onto their creations. When the Cabal hit upon a form they felt had the perfect amount of combat utility, they were surprised to find their new creations totally untrainable, or perhaps unilling to bend to the whims of their makers. Unperturbed, the Cabal simply set about making a limited number of these new, more powerful thrulls, and set them loose in the swamps and jungles surrounding the Stronghold, letting the thrulls' natural aggression lead them into combat with intruders and spies.
Feral Abomination
Centuries ago, the continent of Sarpadia was home to a form of precursor to what would eventually become the Cabal. known as the Order of the Ebon Hand. Made famous by their necromantic knowledge and experiments, the Order was feared by the other people of Dominaria, just as today the influence of the Cabal frightens them. Led by a mage named Endrek Sahr, the Order eventually discovered a process for reanimating dead flesh, turning it into living creatures capable of storing magical energy inside their bodies. Treated as slaves, the creation of intelligent thrulls eventually led the dopwnfall of the Order, and caused the entire continent of Sarpadia to be overrun by the creatures. Recently, under the tutelage of the ancient demon Belzenlok, the Cabal has rediscovered the method to making thrulls, and set about to devise their own magical slave labor.
Armor Class | 11 |
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Hit Points | 16d10+80 |
Speed | 40 ft. |
Strength | 18 (+4) |
Dexterity | 12 (+1) |
Constitution | 20 (+5) |
Intelligence | 3 (-4) |
Wisdom | 8 (-1) |
Charisma | 4 (-3) |
Damage Vulnerabilities | Radiant |
Damage Resistances | Necrotic |
Damage Immunities | Poison |
Condition Immunities | Poisoned |
Senses | Darkvision 60 ft. | Passive Perception 9 |
Languages | --- |
Challenge | 6 (6222 XP) |
Special 1 | Deathtouch | When the thrull hits a creature with an attack, | the target's maximum hit points are reduced |
by an amount equal to the damage dealt. | This reduction lasts until the target finishes a long rest. | The target dies immediately if | its hit point maximum is reduced to 0 |
Special 2 | Reactive | The thrull can take one reaction on every turn in combat |
Action 1 | Multiattack | The thrull makes seven attacks: | six slam attacks and one with its tail |
Action 2 | Slam | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 1d8+4 bludgeoning damage | plus 1d6 necrotic damage. | If the target has already been hit by the thrull's slam attack this turn, |
the thrull can attempt to grapple the target as a bonus action |
Action 3 | Tial | Melee Weapon Attack | d20+7 to hit |
Reach 10 ft., one target | Hit 1d10+4 bludgeoning damage. | If the target is Medium or smaller, | it is grappled (escape DC 18). |
Until this grapple ends, the target is restrained, | the thrull can automatically hit the target with its tail, | and the thrull can't make tail attacks against other targets |
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