Vampire Thrall Sycophant: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.04 -->
[[Category:CR 14]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 14
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


[[Image:Vampire_Thrall_Sycophant_1.png|384px|right|xx]]
| Min-CR = 11
== Vampire Thrall Sycophant (Heavy Role, CR 14) ==
| Max-CR = 40
 
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName | Vampire Thrall Sycophant
  }}</onlyinclude>
 
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Vampire_Thrall_Sycophant_1.png
  <!-- Value: file name and extension only    -->
  }}</onlyinclude>
 
| Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}}
| Caption |  
  <!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. -->
  }}</onlyinclude>
 
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | Heavy
  <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
 
  }}</onlyinclude>
 
  <!-- Prevent this monster from being assigned certain roles in MMM -->
| Restrict-Role-No-Role = Y
| Restrict-Role-Heavy =
| Restrict-Role-Killer =
| Restrict-Role-Leader =
| Restrict-Role-Legend =
| Restrict-Role-Minion = Y
| Restrict-Role-Shooter =
| Restrict-Role-Skirmisher = Y
| Restrict-Role-Sneak =
| Restrict-Role-Swarm =
| Restrict-Role-Tank =
| Restrict-Role-Threat =
| Restrict-Role-Villain =
  <!-- Values: Y or leave blank -->
 
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
 
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
 
 
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | '''''This monster frequently has the Heavy role, but may be set to other roles if desired.'''''


Vampires are one of the great nations of Undeath. Vampires are Emptied Undead, meaning they have been cored out of life.  Unlike most of the Emptied, they do not noticeably decay, although during battle their disgusting nature is amply evident in the mess they leave behind. Vampires are the greatest representatives of the Corrupting Undead, those undead who seek the preservation and continuation of life, so that they may corrupt it into ever more Undeath.  As a result, the motivations of Vampires are more complex than the Destroying Undead or the Eaters.   
Vampires are one of the great nations of Undeath. Vampires are Emptied Undead, meaning they have been cored out of life.  Unlike most of the Emptied, they do not noticeably decay, although during battle their disgusting nature is amply evident in the mess they leave behind. Vampires are the greatest representatives of the Corrupting Undead, those undead who seek the preservation and continuation of life, so that they may corrupt it into ever more Undeath.  As a result, the motivations of Vampires are more complex than the Destroying Undead or the Eaters.   
Line 23: Line 74:
Such a fate is to be avoided. Vampires must be rooted out everywhere they are discovered, without pause or hesitation.
Such a fate is to be avoided. Vampires must be rooted out everywhere they are discovered, without pause or hesitation.


  }}</onlyinclude>
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | Pure Evil
  <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
  }}</onlyinclude>
| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
| Size | Medium
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
  }}</onlyinclude>
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Humanoid
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
  }}</onlyinclude>
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |
  <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Otherwise leave blank.  -->
  }}</onlyinclude>
| Subtype2=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype2}}}
| Subtype2 |
  }}</onlyinclude>
| Subtype3=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype3}}}
| Subtype3 |
  }}</onlyinclude>
| Subtype4=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype4}}}
| Subtype4 |
  }}</onlyinclude>
| Subtype5=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype5}}}
| Subtype5 |
  }}</onlyinclude>
| NudgeBasicLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeBasicLoreValue}}}
| NudgeBasicLoreValue| -1
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>
| NudgeFullLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeFullLoreValue}}}
| NudgeFullLoreValue| +2
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>
| NudgeInit = +3
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
  <!-- SENSES -->
  <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
| Sense-Is-Blind-to-Vision =
| Sense-Is-Blind-to-Sound =
| Sense-Is-Blind-to-Smell =
| Sense-Has-Low-Light-Vision =
  <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),
        or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range =
| Sense-Heartsight-Range =
| Sense-Keen-Hearing-Range =
| Sense-Precise-Hearing-Range =
| Sense-Echolocation-Range =
| Sense-Scent-Range =
| Sense-Keen-Scent-Range = 40
| Sense-Perfect-Scent-Range =
| Sense-Airsense-Range =
| Sense-Blindsense-Range =
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range =
| Sense-Mindsense-Range =
| Sense-Tremorsense-Range =
| Sense-Watersense-Range =
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =
| NudgePerception =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
| NudgeAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Nudge-Maneuver-Defense =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->
| NudgeHitPoints =
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
<!--  SAVING THROWS  -->
| Fort = S
| Refl =
| Will =
  <!-- Values: S (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                              -->
| NudgeFort =
| NudgeRefl =
| NudgeWill = +2
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->
| SpecialDefenses = DR {{CR}}/{{DR|Common}}
  <!-- Put any DR or ER values here -->
| StrongAgainst =
  <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
          '''''Hardened (1/2 damage):'''''
          '''''Immune (no effect):'''''                                                                  -->
| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))    -->
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->
| WeakAgainst = [[Neutralize Poison (Cleric Spell) | Neutralize Poison]]  cancels Live To Serve
  <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                              -->
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
  <!-- MOVE TYPES -->
  <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
        if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed = 60
| Move-Type-Burrowing-Speed =
| Move-Type-Tunneling-Speed =
| Move-Type-Earth-Glide-Speed =
| Move-Type-Lesser-Climb-Speed =
| Move-Type-Greater-Climb-Speed = 30
| Move-Type-Brachiating-Speed =
| Move-Type-Vaulting-Speed =
| Move-Type-Hover-Speed =
| Move-Type-Lesser-Flight-Speed =
| Move-Type-Greater-Flight-Speed =
| Move-Type-Lesser-Swim-Speed =
| Move-Type-Greater-Swim-Speed =
| Move-Type-Jet-Speed =
| Move-Type-Lesser-Teleport-Speed =
| Move-Type-Greater-Teleport-Speed =
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text =
| NudgeSpace =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
| NudgeReach =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
<!--  GENERAL ATTACK INFORMATION  -->
| MeleeOrNatural = Melee
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
| MultipliedDamageType = Hybrid
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
<!--  PRIMARY ATTACK INFORMATION  -->
| PriAtkName = Wrenching Grasp
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
| Pri-Atk-Dmg-Type = ripping
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
| PriAtkNotes = '''plus:''' Vicious Backhand (see below)
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| Pri-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->
| PriAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
| NudgePriToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


=== General ===
| NudgePriDamage =  
'''CR''' 14  '''Hit Dice''' 20
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


'''XP''' 76,800, (Heavy Role included)


NE, Medium, Humanoid


'''Init''' +6; '''Senses''' [[Keen Scent]], Perception +21
<!--  SECONDARY ATTACK INFORMATION  -->


| SecAtkName =
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->


=== Defense ===
| Sec-Atk-Dmg-Type =  
'''AC''' 36, '''touch''' 25, '''flat-footed''' 32 (+9 armor, +4 dex, +6 natural, +7 deflection)
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


'''hp''' 630 (Heavy Role included)
| SecAtkNotes =
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


'''Fort''' +17, '''Ref''' +13, '''Will''' +15
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->


'''Aura''' -
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


'''SR''' 24
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


'''Special Defenses''' DR 14/Good
| Sec-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


'''Immunities''' -
| SecAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


'''Weaknesses''' -
| NudgeSecToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeSecDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


=== Offense ===
'''Speed''' 50 ft, [[Types_of_Movement#Greater_Climb | Greater Climb]] 30 ft


'''Space / Reach:'''  5 ft. / 5 ft.


'''Single Melee''' Wrenching Grasp +23 (3d8+25/x2) + Vicious Backhand
<!--  TERTIARY ATTACK INFORMATION  -->


'''Full Melee''' 2x Wrenching Grasp +23 (3d8+25/x2), Surprise Headbutt +23 (2d6+3/x2), + Vicious Backhand
| TerAtkName = Surprise Headbutt
  <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->


'''Ranged''' none, but see Raving Spray and Horrible Pounce 
| Ter-Atk-Dmg-Type = bludgeoning
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


'''Special Attacks''' Raving Spray, Vicious Backhand, Eager To Die, Horrible Pounce, Live to Serve
| TerAtkNotes = '''plus:''' Vicious Backhand
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


'''Action Points''' 1 (Heavy Role included)
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->


| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


=== Statistics ===
| Override-Ter-Atk--Full-Atk-Qty =  
'''Str''' 46, '''Dex''' 20, '''Con''' 26, '''Int''' 18, '''Wis''' 20, '''Cha''' 24
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


'''Base Atk''' +14; '''CMB''' +23; '''CMD''' 31
| Ter-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


'''Feats''' [[Antagonize]]: Make an Intimidate check as a standard action against a target in sight.  The DC is 10+ Character Level(CR) + Wisdom. If successful the target takes -2 to hit on any attacks that do not target the thrall who Antagonized it, and a ten percent spell failure chance on any spells that do not target the thrall who Antagonized them, until the end of the encounter.
| TerAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


[[Urban Forager]]: Thralls are exceptionally adept at surviving in cities, which is useful for when their dead masters neglect things like feeding and housing them.
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Skills''' Intimidate +21, Knowledge (Local) +21, Bluff +21, Survival +21
| NudgeTerDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


'''Languages''' Common, Necril




=== SPECIAL ABILITIES ===
<!--  QUATERNARY ATTACK INFORMATION  -->


; Vicious Backhand (Su)
| QuaAtkName =
Once per round, as a swift action, a Vampiric Thrall may lash out with a savage backhanded blow on a target within reach. This is treated as a melee touch attack with a +18 to-hit. If the Thrall hits, the victim takes 3d6+3 points of bludgeoning damage and is Pushed up to five squares, where they fall [[Prone]].  Creatures struck may make a Reflex save, DC 22, to avoid being knocked [[Prone]], though they are still subject to the forced movement.
  <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->


| Qua-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


; Horrible Pounce (Su)
| QuaAtkNotes =
Thralls are supernaturally strong and quick, and can move in flickering bursts of speed that have to be seen to be believed.  Once per round, as a standard action, the Thrall may Slide up to five squares and at the end of the Slide make two Wrenching Grasp attacks upon an unfortunate victim within their reach. As forced movement, this does not provoke attacks of opportunity.  
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->


; Raving Spray (Su)
| Override-Qua-Atk--Std-Atk-Qty =
As a standard action a Vampire Thrall may declaim ecstatically upon the glories of its undead Masters. This causes the thrall to literally froth at the mouth as it screams nigh-incoherently about the most maddening gibberish. Raving Spray causes the Thrall to splatter flecks of spittle laced with Vampire Blood upon all creatures in a thirty foot cone adjacent to its square. All enemy creatures in the area of effect take 7d6+1 points of acid damage from the bloody spray, and may make a reflex save versus a DC of 22 for half damage. Even worse, all enemy creatures in the area of effect are [[Dazzled]], regardless if the save is made or not.
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


; Eager to Die (Su)
| Qua-Atk-Is-Touch =
Once per encounter, as a swift action, a Vampire Thrall may declare their willingness to die in service to their horrid masters.  This worshipful declaration affects any vampire within 50 feet of the thrall who can hear the declaration (requires line of effect, but not line of sight).  All vampires and thralls that hear the declaration are heartened by the faithful devotion of their fanatical ally, remove any conditions they may be suffering from, and may take an immediate standard action usable as an interrupt.
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


Note: A thrall that hears this declaration MAY degrade the granted standard action to a swift action and use their own Vampire-buffing power as well! In this case, the Vampires can gain several standard actions, and usually use them in succession to break off a losing combat, or, try to turn around a losing fight.
| QuaAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


; Live To Serve (Ex)
| NudgeQuaDamage =
When a Vampire Thrall is first reduced to zero hit points, it collapses in a heap but does not die. Instead, all the Vampire Blood in their system is suddenly consumed by their raging metabolism, healing them and driving them into a frenzy of agonized rage. From the time they are reduced to zero hitpoints until their next initiative count, they lay un-moving, to all appearances dead. Upon their next action, they gain a +4 bonus to-hit on all melee attacks and can now perform their Horrible Pounce ability even while prone, grappled, or entangled.  In addition, they are healed up to half their full hit points, and all conditions they may have been suffering from are removed. Unfortunately, while under the effects of Live To Serve, they may use no feats or their Eager to Die ability, their mouth being occupied with incoherent screams of agonized rage as they suffer withdrawal.  As an unfortunate effect of this painful frenzy, a Thrall may use Raving Spray as a move action after Live To Serve has triggered.
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




=== Treasure ===
sell value of approximately 27,500 gp (Heavy Role Included)


<!--  RANGED ATTACK INFORMATION  -->


=== COMBAT TACTICS ===
| RangedAtkName =  
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->


Vampire Thralls are the ultimate faithful groupies, completely besotted by the 'glories' of their undead masters and willing to do anything, anything at all, to please the monsters they are in service too. Most thralls chose this life willingly, but by no means all. Vampire Blood is a horrifying thing, a dark elixir that breeds mind-boggling glories of pleasure and terrible agonies if it is withheld.
| HasRangedFullAttack =
  <!-- Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIncrementDistance =
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements = 
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Ranged-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| RangedAtkNotes = 
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
 
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Ranged-Atk-Is-Touch =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
 
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeRangedDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| Nudge-Maneuver-Offense = +1
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
 
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
 
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSiegeDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 36
| Dex = 20
| Con = 26
| Int = 18
| Wis = 20
| Cha = 24
 
 
<!--  FEATS  -->
 
| Feat1 = Antagonize
| Feat2 = Urban Forager
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
 
 
<!--  SKILLS  -->
 
| Skill1 = Intimidate
| Skill2 = Bluff
| Skill3 = Knowledge (Local)
| Skill4 = Survival
| Skill5 =
 
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
| NudgeSkill5 =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
| Skill5Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
 
 
<!--  LANGUAGES  -->
 
| Languages = Common, Necril
  <!-- Comma-separated list -->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Vicious Backhand
 
| Ability-1-Type = Su
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
 
| Ability-1-Action-Required = Swift Action 1/Rnd
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-1-Concentration =
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
 
| Ability-1-Description = Once per round as a swift action, a Vampiric Thrall may lash out with a savage backhanded blow on a target within reach.  This is treated as a [[melee touch attack]] at {{Touch-Attack}}.  If the Thrall hits, the victim takes {{Special-Swift-Dmg}} points of {{dmg|bludgeoning}} damage and is [[Push]]ed up to five squares, where they fall [[Prone]].  Creatures struck may make a Reflex save, DC {{Save-DC}}, to avoid being knocked Prone, though they are still subject to the damage and forced movement.
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Horrible Pounce
 
| Ability-2-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Action-Required = Standard Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = Thralls are supernaturally strong and quick, and can move in flickering bursts of speed that have to be seen to be believed.  Once per round as a standard action, the Thrall may [[Slide]] up to five squares and, at the end of the slide, make two Wrenching Grasp attacks upon an unfortunate victim within their reach.  As forced movement, this does not provoke attacks of opportunity. This can substitute for a single Wrenching Grasp in a Full Attack action, or be used in conjunction with a Move action to allow them to attack at astonishing distances.
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Raving Spray
 
| Ability-3-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Action-Required = Standard Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = As a standard action, a Vampire Thrall may declaim ecstatically upon the glories of its undead Masters. This causes the thrall to literally froth at the mouth as it screams nigh-incoherently about the most maddening gibberish. Raving Spray causes the Thrall to splatter flecks of spittle laced with Vampire Blood upon all creatures in a 30-foot cone (a 6x6 square) adjacent to its space. All enemy creatures in the area of effect take {{Special-Standard-Dmg}} points of {{dmg|acid}} damage from the bloody spray, and may make a reflex save versus a DC of {{Save-DC}} for half damage. Even worse, all enemy creatures in the area of effect are [[Dazzled]], regardless if the save is made or not.
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name = Eager To Die
 
| Ability-4-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Action-Required = Swift Action 1/Enc
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description = Once per encounter as a swift action, a Vampire Thrall may declare their willingness to die in service to their horrid masters.  This worshipful declaration affects any vampire or vampire thrall within 50 feet of the thrall who can hear the declaration (requires line of effect, but not line of sight).  All vampires and thralls that hear the declaration are heartened by the faithful devotion of their fanatical ally, instantly removing any conditions they may be suffering from. 
 
: Furthermore, one vampire or thrall within the area of effect of this power may take an immediate [[standard action]], usable as an interrupt.  Note that, if multiple thralls use this ability in the same round, they can all target the same vampire or thrall, if they wish, granting them multiple bonus standard actions.
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name = Half Living
 
| Ability-6-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Action-Required = Always On
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description = As living addicts to Undeath, Vampire Thralls suffer an unquiet, uneasy existence as Death laps against the foundation of their souls. This makes them hard to affect with many effects, and thus Vampire Thralls have [[Spell Resistance]]. If they are targeted by any spell or spell-like effect (see link for details), their attacker must make a [[Caster Check]] against the Thrall's Maneuver Defense (target DC of {{Maneuver-Defense}}).  If the attacker fails to equal or exceed the DC, the effect does nothing to the Thrall.
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
 
| Role-Only--Replace-Rez-Power--Name = Live To Serve
 
| Role-Only--Replace-Rez-Power--Type = Ex
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Rez-Power--Action-Required = Auto Upon Death
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Rez-Power--Description = When a Vampire Thrall is first reduced to zero hit points, it collapses in a heap but does not die.  Instead, all the Vampire Blood in their system is suddenly consumed by their raging metabolism, healing them and driving them into a frenzy of agonized rage. From the time they are reduced to zero hit points until the start of their next turn, they lay unmoving, and to all appearances dead. 
 
Upon their next action, they are healed up to half their maximum hit points ({{Hit-Points|n=0.5|op=mult}} hp), and all conditions they may have been suffering from are removed. Unfortunately, while under the effects of Live To Serve, they may use no feats, nor can they use their ''Eager to Die'' ability, their mouth being occupied with incoherent screams of agonized rage as they suffer withdrawal from their master's blood.  Also due to this painful frenzy, a Thrall may use ''Raving Spray'' as a move action after Live To Serve has triggered, and can now perform their Horrible Pounce ability even while prone, grappled, or entangled.
 
In addition, when a Thrall is revived by ''Live to Serve'', it gains a +4 bonus to all attack rolls it makes until the end of its current turn.
 
As an interesting note, if a Vampire Thrall is subjected to a successful Neutralize Poison spell (after SR and its Will save), its Live to Serve power is negated and cannot be used again until it can find its master and get some more blood. The Thrall's other powers are unaffected.
 
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
 
| Role-Only--Add-Killer-Power--Name =
 
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Add-Killer-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
 
| Role-Only--Replace-Leader-Power--Name =
 
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Leader-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
 
| Role-Only--Replace-Legend-Power--Name =
 
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Legend-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
 
| Role-Only--Replace-Minion-Power--Name =
 
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Minion-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
 
| Role-Only--Replace-Shooter-Power--Name =
 
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Shooter-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
 
| Role-Only--Add-Skirmisher-Power--Name =
 
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Add-Skirmisher-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
 
| Role-Only--Replace-Sneak-Power--Name =
 
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Sneak-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
 
| Role-Only--Replace-Swarm-Power--Name =
 
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
 
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Swarm-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Vampire Thralls are the ultimate faithful groupies, completely besotted by the 'glories' of their undead masters and willing to do anything, anything at all, to please the monsters they are in service too. Most thralls chose this life willingly, but by no means all. Vampire Blood is a horrifying thing, a dark elixir that breeds mind-boggling glories of pleasure and terrible agonies if it is withheld.


Thralls are unfortunately well-equipped to serve as lackeys to their monstrous masters. They are nearly un-killable, supernaturally strong and fast, and their besotted minds fester with madness and cravings that they can use to infuse their voices with powerful effects.
Thralls are unfortunately well-equipped to serve as lackeys to their monstrous masters. They are nearly un-killable, supernaturally strong and fast, and their besotted minds fester with madness and cravings that they can use to infuse their voices with powerful effects.
Line 118: Line 1,410:
In combat, a Thrall will first attack, using Vicious Backhand upon a foe and then Horrible Pounce to close and attack their now-Prone foe. If the combat begins at range, a Vampire Thrall will close the distance, hands empty and looking like they wish to surrender or beg for rescue, and will then use their terrible Raving Spray in order to damage and inflict [[Dazzled]] upon as many foes as possible, in the hopes this will allow them and their Masters to get into melee range.  
In combat, a Thrall will first attack, using Vicious Backhand upon a foe and then Horrible Pounce to close and attack their now-Prone foe. If the combat begins at range, a Vampire Thrall will close the distance, hands empty and looking like they wish to surrender or beg for rescue, and will then use their terrible Raving Spray in order to damage and inflict [[Dazzled]] upon as many foes as possible, in the hopes this will allow them and their Masters to get into melee range.  


Once in combat, Thralls wade in with a will, heedless of danger.  Thralls are not savvy combatants, but they hardly need to be: Staggering Blow combined with Horrible Pounce is brutally effective.
Once in combat, Thralls wade in with a will, heedless of danger.  Thralls are not savvy combatants, but they hardly need to be: Vicious Backhand combined with Horrible Pounce is brutally effective.


If any Vampire takes damage, the closest Thrall will use their Action Point to make an Antagonize roll against the attacker or biggest threat, to draw attacks away from the Master. If more than one Vampire and Thrall is present, they will make Antagonize rolls against as many targets as they can.
If any Vampire takes damage, the closest Thrall will use their Action Point to make an Antagonize roll against the attacker or biggest threat, to draw attacks away from the Master. If more than one Vampire and Thrall is present, they will make Antagonize rolls against as many targets as they can.
Line 124: Line 1,416:
Vampire Thralls will sacrifice themselves without hesitation, take hostages, threaten innocents, set fires, and generally do anything at all to protect the precious existence of their masters.  Just because they are alive and started out as human does not make them any less a monster.
Vampire Thralls will sacrifice themselves without hesitation, take hostages, threaten innocents, set fires, and generally do anything at all to protect the precious existence of their masters.  Just because they are alive and started out as human does not make them any less a monster.


===Out Of Combat===
 
Vampire Thralls look exactly like the humans they once were, at least, until the battle damage starts to mount up. Once their terrible 'Live To Serve' power has activated a few times, if they survive, thralls begin to look positively horrific, terrible scars and disfigurements being common.  Mounting battle damage is a constant reason for Vampires to be looking for new Thralls.
 
 
 
<!--  OUT OF COMBAT    -->
 
| OutOfCombat = Vampire Thralls look exactly like the humans they once were, at least, until the battle damage starts to mount up. Once their terrible 'Live To Serve' power has activated a few times, if they survive, thralls begin to look positively horrific, terrible scars and disfigurements being common.  Mounting battle damage is a constant reason for Vampires to be looking for new Thralls.


Thralls have the Urban Forager feat to emulate their uncanny ability to live and thrive despite the utter neglect of their undead patrons.  Thralls can and do live with no homes, no jobs, no money, and no hope, only their addled devotion to their Masters.  That said, Thralls can 'clean up' and pass for normal with appalling ease, and frequently do so.
Thralls have the Urban Forager feat to emulate their uncanny ability to live and thrive despite the utter neglect of their undead patrons.  Thralls can and do live with no homes, no jobs, no money, and no hope, only their addled devotion to their Masters.  That said, Thralls can 'clean up' and pass for normal with appalling ease, and frequently do so.


Thralls in service to an established nest of Vampires will go out during the day, scouting likely victims for their Masters, keeping an eye out for the Watch, holy warriors, doppelgangers, and especially heroic adventurers. At night, the Thralls report to their Masters and venture forth with them, in eager service to their dreadful hunts.
Thralls in service to an established nest of Vampires will go out during the day, scouting likely victims for their Masters, keeping an eye out for the Watch, holy warriors, doppelgangers, and especially heroic adventurers. Oddly enough, Thralls tend to get along well with Maddened cultists, even though their goals and views are very different. Perhaps the ragged edge of insanity in both their clades speaks of kindred lost souls. At night, the Thralls report to their Masters and venture forth with them, in eager service to their dreadful hunts.


Thralls can be anybody, and worse, a thrall can be turned and broken by a Vampire at any time.  A kindly innkeep might have been perfectly human when night fell, and a secret monster the next morning.
Thralls can be anybody, and worse, a thrall can be turned and broken by a Vampire at any time.  A kindly innkeep might have been perfectly human when night fell, and a secret monster the next morning.
Line 136: Line 1,433:


A note on Strength: Thralls have a Str of 46, regardless of their size or muscle. This means a Thrall has a Light load of about 4896 pounds!  This Str is quite intentional: Thralls are supernatural things that look totally human: The sweet little barmaid who suddenly goes into a rage, babbling crazily about 'the masters' as she casually tears the massive locked doors out of the wall to get at you is every bit the image of the Vampire Thrall.  GM's are encouraged to play up the ease with which a thrall lifts and carries things around, contrasted with their completely normal appearance.
A note on Strength: Thralls have a Str of 46, regardless of their size or muscle. This means a Thrall has a Light load of about 4896 pounds!  This Str is quite intentional: Thralls are supernatural things that look totally human: The sweet little barmaid who suddenly goes into a rage, babbling crazily about 'the masters' as she casually tears the massive locked doors out of the wall to get at you is every bit the image of the Vampire Thrall.  GM's are encouraged to play up the ease with which a thrall lifts and carries things around, contrasted with their completely normal appearance.
<!--  TREASURE AND XP  -->
| TreasureNotes =
| XPNotes =
}}

Latest revision as of 19:00, 6 April 2024

Vampire Thrall Sycophant (HeavyCR 14)

Pure Evil - Medium - Humanoid
Lore: Know (Local)
27 45
Basic DC Full DC
Initiative
Initiative Icon 2.png
24
Perception:
33 +23
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
36
Man Def
Shield Icon 3.png
35
Monster Health
764 382 27
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +16
Refl: +11
Will: +13

Strong Against:

  • DR 14/Common (Bludgeoning,  Crushing,  Piercing,  Slashing,  Slime)
  • (Heavy Role) Immunity (partial 3): Heavies are immune to the first three conditions applied to them during an encounter. If a fourth condition is applied to a heavy, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+21
Sword Icon 3.png
Man Off
+24
Sword Icon 3.png
Action
1
Points

Standard Attack (Melee):

  • 1x Wrenching Grasp +21 (4d8+18/19-20 x2)
    as ripping (physical, uncommon)
    plus: Vicious Backhand (see below)
  • 1x Surprise Headbutt +21 (4d8+18/19-20 x2)
    as bludgeoning (physical, common)
    plus: Vicious Backhand

Full Attack (Melee):

  • 2x Wrenching Grasp +21 (4d8+18/19-20 x2)
    as ripping (physical, uncommon)
    plus: Vicious Backhand (see below)
  • 2x Surprise Headbutt +21 (4d8+18/19-20 x2)
    as bludgeoning (physical, common)
    plus: Vicious Backhand

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

36
STR
20
DEX
26
CON
18
INT
20
WIS
24
CHA

Skills:

Languages: Common, Necril

Feats:

Special Abilities

Vicious Backhand (Su) Swift Action 1/Rnd

Once per round as a swift action, a Vampiric Thrall may lash out with a savage backhanded blow on a target within reach. This is treated as a melee touch attack at 1d20 + 25 vs. AC (always hits on a 17+ on the die). If the Thrall hits, the victim takes 4d6+11 points of bludgeoning (physical, common) damage and is Pushed up to five squares, where they fall Prone. Creatures struck may make a Reflex save, DC 24, to avoid being knocked Prone, though they are still subject to the damage and forced movement.

Horrible Pounce (Su) Standard Action

Thralls are supernaturally strong and quick, and can move in flickering bursts of speed that have to be seen to be believed. Once per round as a standard action, the Thrall may Slide up to five squares and, at the end of the slide, make two Wrenching Grasp attacks upon an unfortunate victim within their reach. As forced movement, this does not provoke attacks of opportunity. This can substitute for a single Wrenching Grasp in a Full Attack action, or be used in conjunction with a Move action to allow them to attack at astonishing distances.

Raving Spray (Su) Standard Action

As a standard action, a Vampire Thrall may declaim ecstatically upon the glories of its undead Masters. This causes the thrall to literally froth at the mouth as it screams nigh-incoherently about the most maddening gibberish. Raving Spray causes the Thrall to splatter flecks of spittle laced with Vampire Blood upon all creatures in a 30-foot cone (a 6x6 square) adjacent to its space. All enemy creatures in the area of effect take 4d8+18 points of acid (energy, common) damage from the bloody spray, and may make a reflex save versus a DC of 24 for half damage. Even worse, all enemy creatures in the area of effect are Dazzled, regardless if the save is made or not.

Eager To Die (Su) Swift Action 1/Enc

Once per encounter as a swift action, a Vampire Thrall may declare their willingness to die in service to their horrid masters. This worshipful declaration affects any vampire or vampire thrall within 50 feet of the thrall who can hear the declaration (requires line of effect, but not line of sight). All vampires and thralls that hear the declaration are heartened by the faithful devotion of their fanatical ally, instantly removing any conditions they may be suffering from.

Furthermore, one vampire or thrall within the area of effect of this power may take an immediate standard action, usable as an interrupt. Note that, if multiple thralls use this ability in the same round, they can all target the same vampire or thrall, if they wish, granting them multiple bonus standard actions.

Half Living (Ex) Always On

As living addicts to Undeath, Vampire Thralls suffer an unquiet, uneasy existence as Death laps against the foundation of their souls. This makes them hard to affect with many effects, and thus Vampire Thralls have Spell Resistance. If they are targeted by any spell or spell-like effect (see link for details), their attacker must make a Caster Check against the Thrall's Maneuver Defense (target DC of 35). If the attacker fails to equal or exceed the DC, the effect does nothing to the Thrall.

Live To Serve (Ex; Heavy Role) Auto Upon Death

When a Vampire Thrall is first reduced to zero hit points, it collapses in a heap but does not die. Instead, all the Vampire Blood in their system is suddenly consumed by their raging metabolism, healing them and driving them into a frenzy of agonized rage. From the time they are reduced to zero hit points until the start of their next turn, they lay unmoving, and to all appearances dead.

Upon their next action, they are healed up to half their maximum hit points (382 hp), and all conditions they may have been suffering from are removed. Unfortunately, while under the effects of Live To Serve, they may use no feats, nor can they use their Eager to Die ability, their mouth being occupied with incoherent screams of agonized rage as they suffer withdrawal from their master's blood. Also due to this painful frenzy, a Thrall may use Raving Spray as a move action after Live To Serve has triggered, and can now perform their Horrible Pounce ability even while prone, grappled, or entangled.

In addition, when a Thrall is revived by Live to Serve, it gains a +4 bonus to all attack rolls it makes until the end of its current turn.

As an interesting note, if a Vampire Thrall is subjected to a successful Neutralize Poison spell (after SR and its Will save), its Live to Serve power is negated and cannot be used again until it can find its master and get some more blood. The Thrall's other powers are unaffected.

Vampire Thrall Sycophant

Vampire Thrall Sycophant

This creature possesses the Heavy role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.

This monster frequently has the Heavy role, but may be set to other roles if desired.

Vampires are one of the great nations of Undeath. Vampires are Emptied Undead, meaning they have been cored out of life. Unlike most of the Emptied, they do not noticeably decay, although during battle their disgusting nature is amply evident in the mess they leave behind. Vampires are the greatest representatives of the Corrupting Undead, those undead who seek the preservation and continuation of life, so that they may corrupt it into ever more Undeath. As a result, the motivations of Vampires are more complex than the Destroying Undead or the Eaters.

Vampires like people. They like the trappings of civilization, they like the happy whirl of social life, they enjoy the company of others, both undead and living alike. Vampires want to make more Vampires, it is an erotic part of their existence that they would be greatly diminished by losing.

Vampires get along well with most other Undead, even though relations often involve the Vampires using their domination abilities or simply persuading the other Undead to be patient. It is not unusual for Vampires to be encountered with powerful Skeletons, Wights, Death Knights, Liches, and other mighty Undead, even including the Lost Ones, who make terrifying allies indeed.

On top of this, Vampires are unique among Undeath in that they create living allies, their Vampiric Thralls. The existence of Vampiric Thralls makes finding a Vampire nest immeasurably more difficult, because Vampire Thralls are alive. Thralls are mortals who admire and envy the Vampires for their abilities, and whom the Vampires have fed their blood to. Vampire Blood can create new Vampires, or, in lesser doses, a living human becomes addicted to it, as if it were strong drink, or some horrifyingly strong opiate.

Vampire thralls are the first rank of Vampire culture, the eternally obedient and awfully empowered servants whom the Vampires use to interact with the daytime world. Their regular small doses of vampire blood keep thralls in a constant state of ecstatic empowerment, nearly immune to pain and injury, utterly and fanatically loyal to their dark masters, and nearly impossible to put down cleanly.

Most thralls are willing, but not all. It is not unheard of for Vampires to punish their living foes by attacking their loved ones, and in especially cruel cases, turning them into thralls. Sycophants are more advanced thralls, more valued for their skills and weaseling praise than other thralls. In a fight, though, sycophants are just meat to their undead masters, disposable and easily replaced slaves.

Such a fate is to be avoided. Vampires must be rooted out everywhere they are discovered, without pause or hesitation.

Combat Tactics

Vampire Thralls are the ultimate faithful groupies, completely besotted by the 'glories' of their undead masters and willing to do anything, anything at all, to please the monsters they are in service too. Most thralls chose this life willingly, but by no means all. Vampire Blood is a horrifying thing, a dark elixir that breeds mind-boggling glories of pleasure and terrible agonies if it is withheld.

Thralls are unfortunately well-equipped to serve as lackeys to their monstrous masters. They are nearly un-killable, supernaturally strong and fast, and their besotted minds fester with madness and cravings that they can use to infuse their voices with powerful effects.

In combat, a Thrall will first attack, using Vicious Backhand upon a foe and then Horrible Pounce to close and attack their now-Prone foe. If the combat begins at range, a Vampire Thrall will close the distance, hands empty and looking like they wish to surrender or beg for rescue, and will then use their terrible Raving Spray in order to damage and inflict Dazzled upon as many foes as possible, in the hopes this will allow them and their Masters to get into melee range.

Once in combat, Thralls wade in with a will, heedless of danger. Thralls are not savvy combatants, but they hardly need to be: Vicious Backhand combined with Horrible Pounce is brutally effective.

If any Vampire takes damage, the closest Thrall will use their Action Point to make an Antagonize roll against the attacker or biggest threat, to draw attacks away from the Master. If more than one Vampire and Thrall is present, they will make Antagonize rolls against as many targets as they can.

Vampire Thralls will sacrifice themselves without hesitation, take hostages, threaten innocents, set fires, and generally do anything at all to protect the precious existence of their masters. Just because they are alive and started out as human does not make them any less a monster.

Out of Combat

Vampire Thralls look exactly like the humans they once were, at least, until the battle damage starts to mount up. Once their terrible 'Live To Serve' power has activated a few times, if they survive, thralls begin to look positively horrific, terrible scars and disfigurements being common. Mounting battle damage is a constant reason for Vampires to be looking for new Thralls.

Thralls have the Urban Forager feat to emulate their uncanny ability to live and thrive despite the utter neglect of their undead patrons. Thralls can and do live with no homes, no jobs, no money, and no hope, only their addled devotion to their Masters. That said, Thralls can 'clean up' and pass for normal with appalling ease, and frequently do so.

Thralls in service to an established nest of Vampires will go out during the day, scouting likely victims for their Masters, keeping an eye out for the Watch, holy warriors, doppelgangers, and especially heroic adventurers. Oddly enough, Thralls tend to get along well with Maddened cultists, even though their goals and views are very different. Perhaps the ragged edge of insanity in both their clades speaks of kindred lost souls. At night, the Thralls report to their Masters and venture forth with them, in eager service to their dreadful hunts.

Thralls can be anybody, and worse, a thrall can be turned and broken by a Vampire at any time. A kindly innkeep might have been perfectly human when night fell, and a secret monster the next morning.

Thralls make excellent urban threats, when literally anyone can become a raging beast. The fear and paranoia this breeds in a town can lead to many tense and exciting adventures, as the monsters are rooted out and destroyed.

A note on Strength: Thralls have a Str of 46, regardless of their size or muscle. This means a Thrall has a Light load of about 4896 pounds! This Str is quite intentional: Thralls are supernatural things that look totally human: The sweet little barmaid who suddenly goes into a rage, babbling crazily about 'the masters' as she casually tears the massive locked doors out of the wall to get at you is every bit the image of the Vampire Thrall. GM's are encouraged to play up the ease with which a thrall lifts and carries things around, contrasted with their completely normal appearance.

Rewards

XP: 76,800 (Heavy role included.)

Treasure: Sellable Goods worth 47,250 gp.

Weight: 280 lbs.     Volume: 11.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 8 Nothing Found
9 - 12 1 Languid Remnant (tier 1)
13 - 15 1 Pale Remnant (tier 2)
16 - 18 1 Bright Remnant (tier 3)
19 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 3 4 Languid Remnants (tier 1)
4 - 7 4 Pale Remnants (tier 2)
8 - 11 1 Intense Remnant (tier 4)
12 - 15 1 Blazing Remnant (tier 5)
16 - 18 1 Vital Remnant (tier 6)
19 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 3 4 Bright Remnants (tier 3)
4 - 5 4 Intense Remnants (tier 4)
6 - 8 4 Blazing Remnants (tier 5)
9 - 11 4 Vital Remnants (tier 6)
12 - 15 1 Prime Remnant (tier 7)
16 - 18 1 Mythic Remnant (tier 8)
19 - 20 1 Empyrean Remnant (tier 9)