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Slave of the Chalice

Medium humanoid (troglodyte), chaotic evil

AC 14 (natural armor)
Hit Points 90 (12d8+36)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 7 (–2) 12 (+1) 7 (–2)

Saving Throws Dex +4, Con +7, Wis +5
Skills Stealth +5
Senses darkvision 60 ft.; passive Perception 11
Languages Draconic
Challenge 6 (2,300 XP)

SPECIAL TRAITS

  • Cave Chameleon The Slave gains tactical advantage on Dexterity/Stealth checks to hide in cavern settings.
  • Baleful Aura Any non-Slave that starts its turn within 10 feet of the Slave must make a Con save (DC 15). On a failure, the creature takes 2d6 necrotic damage and is poisoned until the start of its next turn. A creature that saves three times against the baleful aura is immune to the effect for 1 hour.
  • Baleful Disease If a creature takes damage from the Slave’s aura or bite, it must make a Con save at the end of the encounter (DC 15). On a failure, it contracts a lingering disease. The diseased creature heals damage at half the normal rate (including magical healing) and is poisoned until cured. Each day, it must make a Con save (DC 15) or lose 2d6 from its maximum hit points. The victim recovers if it succeeds on two daily saves, or can be cured by a restoration effect of 5th level or higher.

ACTIONS

  • Multiattack. The Slave attacks twice with its stone morningstar and once with its bite.
  • Stone Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d8+4 piercing damage.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d6+4 piercing damage.

ABOUT

A ragged, rotting robe covers this scaly humanoid’s body.

Its jaws are filled with needle-sharp teeth, and a weird greenish luminescence seems to cling to its body.

Brutal and degenerate, the Slaves of the Chalice were once a tribe of troglodytes that found favor with Lorthnu’un. Long exposure to the Great Old One’s foul manipulations of body and mind made the Slaves stronger and more fierce than most of their kind, and filled them with a toxic essence—a form of radioactivity, in fact—that poisons and eventually slays any creature that lingers too near.

No one knows how many Slaves there are, but small bands of the creatures haunt many of the caverns and tunnels burrowed by Lorthnu’un, raising grim altars to their terrible god. Like their master, they also seem mystically linked to the Golden Chalice. When the Chalice appears, it’s never long before skulking figures in tattered robes begin to dog the finder’s footsteps, looking for a chance to slay the discoverer and carry off their prize.

Section 15: Copyright Notice
Primeval Thule Campaign Setting Copyright 2021 Sasquatch Game Studio, LLC. Design Richard Baker, David Noonan, Stephen Schubert