Ophic Thrall (3.5e Monster)
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|Size/Type:||Medium Humanoid (Human)|
|Hit Dice:||2d8+4 (13 hp)|
|Armor Class:||15 (+1 dex, +4 natural), touch 11, flat-footed 14|
|Attack:||Greatclub +4 melee (1d10+3, 20/x2)|
|Full Attack:||Greatclub +4 melee (1d10+3, 20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Qualities:||Berserk, Madness, Phobia, Stable Body, Toxic Body|
|Saves:||Fort +2, Ref +4, Will +1|
|Abilities:||Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 10|
|Skills:||Intimidate +5, Tumble +6|
|Feats:||Improved Charge, Power Attack|
|Organization:||Solitary, Pair, or Asylum (3-12)|
|Alignment:||Usually Chaotic Evil|
This poor human slave has had their will broken, and their mind drugged until they are little more an empty shell of insanity and rage. When released they charge into battle wearing bones and swinging clubs like wild untamed cavemen of old.
Composed of human slaves who have been broken mentally and altered physically, they have regressed into a feral caveman-like state of being by cruel yuan-ti enslavers. They are decorated in a bone mask of some reptilian creature, wrapped in simple hides, and released into the fray as shock troopers who care nothing for their own personal safety. Perhaps in their distorted minds this fighting frenzy is release in both the kept up aggression and the sweet mercy of death. Whatever cocktail of drugs these victims are on, they work the body to the bone until it gives itself up.
A ophic thrall is capable of receiving and following orders from their yuan-ti masters, but they are hardly more cunning than your average commoner. Instead of tactics, raw strength and a lack of self preservation is key as they charge into battle.
Berserk (Ex): There is a 5% chance each time an ophic thrall enters combat that they enter a berserk state. In this state they rage as if a 1st level barbarian gaining +4 Strength, +4 Constitution, +2 Will and -2 AC. This rage lasts forever without intervention, but each round in a rage they take 1 point of damage as they overexert themselves. They cannot end the rage themselves. Any reptilian creature within 60 ft can attempt to calm them down early with beguiling words and hissing as a standard action for a DC 15 Charisma check. If they perish in a berserk state their body tears itself apart from strain and becomes unusable for recovery.
Madness (Ex): The ophic thrall is insane, but it grants them some benefits. They are immune to charm and compulsion effects, except by creatures with the reptilian subtype or any they recognize as "master".
Phobia (Ex): The ophic thrall is also afraid of reptilian subtyped creatures and any creature they recognize as "master", and they are always At Bay from them when in a hostile situation against them.
Toxic Body (Ex): The drug cocktail running through the ophic thrall renders it very toxic. Any creature making a bite attack or otherwise ingesting the ophic thrall must make a DC 13 Fortitude save against poison: 1d6 Con/1d6 Con. If they die, they poison the square they perished in with a less serious but still dangerous contact poison: 1d3 Con with no secondary effect. This poison remains potent on the corpse for up to 8 hours, but loses effect rapidly when removed from the body. The saving throw is Constitution based.