Saturday, June 19, 2021

Thrasher

Thrasher

CR 1/2
Alignment: Chaotic Evil
Size/Type: Medium Undead
Initiative: +2
Senses: Darkvision 60 ft.; Listen +0, Spot +0
Armor Class: 14 (+2 Dex, +2 natural), touch 10, flat-footed 12
Hit Dice: 2d8+2 (12 hp)
Saving Throws: Fort +0, Ref +2, Will +3
Damage Reduction:
Immunities: Undead traits (see below)
Speed: 40 ft.
Melee: 2 slams +4 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leap Attack, Quick Strikes
Abilities: Str 17, Dex 14, Con —, Int 3, Wis 10, Cha 10
Base Attack/Grapple: +1/+4
Attack Options: Power Attack
Feats: Toughness, Power Attack
Skills: Climb +6, Hide +6, Jump +6, Move Silently +6
Languages: None (understands only the urge to hunt)

SPECIAL ABILITIES

Undead Traits (Ex)

Thrashers are immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, and ability damage to physical ability scores. They are immune to fatigue, exhaustion, energy drain, and any effect requiring a Fortitude save unless it also affects objects. They cannot heal damage naturally and are not subject to death from massive damage. They are immune to raise dead and reincarnate.

Leap Attack (Ex)

A Thrasher prefers to ambush prey from above. If it begins its turn at least 5 feet above its target, it can attempt a Jump check to launch itself downward as part of a charge.

If the Jump check succeeds, the Thrasher may immediately make a full attack at the end of the charge and takes no falling damage. The jump height must not exceed 30 feet.

If the Jump check fails, the Thrasher takes normal falling damage and resolves its attacks as normal for a failed charge.

Quick Strikes (Ex)

When making a full attack, a Thrasher may make one additional slam attack at its highest base attack bonus.

DESCRIPTION & LORE

Thrashers are grotesque undead abominations that resemble emaciated humanoids stretched taut over brittle, gray musculature. Their limbs are long and sinewy, ending in hooked claws capable of rending flesh with alarming speed. Their most unsettling feature is their eyes - large, luminous, and capable of appearing to “shut off” behind a thick, opaque inner lid, allowing them to remain perfectly still and unseen even when observing prey.

Thrashers are not known to be created by any single necromantic rite. Instead, they are believed to arise from sites of prolonged suffering, mass death, or ritualistic cruelty where negative energy lingers and coalesces into something predatory. Necromancers who have attempted to replicate them report that the process is… unreliable - and often fatal.

These creatures are apex ambush predators. They prefer to perch high in trees, ruined towers, or cliff faces, motionless for hours or even days. When prey passes below, they drop without warning, striking with terrifying speed. Their Leap Attack is not merely instinct - is the defining tactic of their existence.

Though not mindless, Thrashers possess only a dim and alien intelligence. They do not communicate, bargain, or negotiate. Attempts at diplomacy invariably fail. They recognize only hunger, movement, and opportunity.

After a kill, Thrashers consume their victims slowly and methodically. Remains that cannot be eaten are often arranged or scattered in unsettling patterns. Some necrologists speculate that this behavior is not random, but a form of primitive, undead “art” - a theory that has yet to be proven, though disturbing evidence persists in abandoned lairs.

Habitat & Behavior: Thrashers are most commonly encountered in remote wilderness, ruined battlefields, or places marked by repeated slaughter. They avoid sunlight not out of weakness, but because their ambush tactics are less effective in open, well-lit terrain.

Combat Tactics: A Thrasher will almost always attempt to ambush from above. If forced into a direct confrontation, it relies on rapid full attacks and brute strength, attempting to overwhelm foes quickly before they can react or coordinate.