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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Gray Thirster/

Gray Thirster

Gray Thirster

Medium undead, neutral evil
  • Armor Class 13 ()
  • Hit Points 39 (6d8+12)
  • Speed 30 ft.
  • STR
    12 (+1)
  • DEX
    16 (+3)
  • CON
    15 (+2)
  • INT
    6 (-2)
  • WIS
    12 (+1)
  • CHA
    14 (+2)
  • Skills Stealth +5
  • Damage Resistances bludgeoning, necrotic
  • Damage Immunities fire, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages understands all languages it knew in life but can't speak
  • Challenge 2 (450 XP)
  • Thirst. The gray thirster projects a 30-foot aura of desiccating thirst. The first time a creature enters the aura on its turn, or when it starts its turn in the aura, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion. If the saving throw is successful, the creature is immune to the gray thirster's Thirst for the next 24 hours.

Actions

  • Multiattack. The gray thirster makes two claw attacks and one Withering Turban attack
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.
  • Withering Turban. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 5 (1d4 + 3) necrotic damage. If the target failed a saving throw against the Thirst trait at any point in this encounter, its hit point maximum is reduced by an amount equal to the damage it took from this attack. This reduction lasts until the target has no exhaustion levels.
  • Drought (1/Day). The gray thirster draws the moisture from a 20-foot radius area centered on itself. Nonmagical water and other liquids in this area turn to dust. Each creature that is neither undead nor a construct in the area takes 9 (2d8) necrotic damage, or half damage with a successful DC 13 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. Liquids carried by a creature that makes a successful saving throw are not destroyed.

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