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Vangal’s Chosen

Medium humanoid (titanspawn), neutral

STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 12 (+1) 10 (+0) 13 (+1) 9 (-1)

Armor Class 10
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Saving Throws Constitution +3
Skills Deception +1, Insight +3, Intimidation +3, Perception +3, Persuasion +3
Senses passive Perception 13
Languages same as humans in the region
Challenge 1 (200 XP)

Special Traits

  • Effusion. A creature that does damage to a Vangal’s chosen must make a DC 11 Dexterity saving throw or suffer 2 (1d4) acid damage from erupting boils or pustules on the chosen’s body.

Actions

  • Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage or 4 (1d8) bludgeoning damage if wielded with both hands.
  • Unclean Touch. The chosen touches a creature within 5 feet of it. That creature must succeed at a DC 11 Constitution saving throw or contract a disease of the GM’s choice. (Chern’s disease is never transmitted this way.) Heralds of Vangal. The marked are typically sent forth as envoys to lords, kingdoms and enemies upon whom Vangal’s forces intend to make war (or sent to spread disease among intended targets to weaken them). Nations that defy the followers of Vangal often kill chosen on sight and burn their remains. Lands that seek peaceful negotiations (or that cannot hope to resist the war god’s host) begrudgingly allow these afflicted people freedom within their borders.

Tactics

Vangal’s chosen are typically cowardly and well aware of their lack of physical prowess. They try to avoid conflict if possible, resorting to self-defense or, if necessary, revealing the horrors of their tormented bodies in hopes of frightening belligerents away. If they must (or if commanded to), chosen will release infections upon others — sometimes specific targets.

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