Pale Lord Thrall
Medium humanoid (any), lawful evil
A thrall is a mortal who has been bitten and partially drained by a Pale Lord --- not enough to kill, not enough to turn, but enough to establish a psychic bond of dominance. The thrall retains its personality, its memories, and the illusion of free will. But when the Pale Lord commands, the thrall obeys --- instantly, absolutely, and without hesitation. Thralls serve as the daytime agents of their masters: spies, administrators, enforcers, and providers of willing blood when the Lord hungers. Some thralls serve willingly, having bargained for the enhanced vitality that the bond provides. Others were taken by force and maintain a desperate, buried hatred for their master that they can never act upon.
Armor Class:14 (chain shirt)
Hit Points:33 (6d8 + 6)
Speed:30 ft
Challenge:CR 1
STR
14 (+2)
DEX
14 (+2)
CON
13 (+1)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws:WIS +2
Skills:Perception +2, Stealth +4
Damage Resistances:Necrotic
Senses:Darkvision 30 ft, passive Perception 12
Traits
Thrall Bond. The thrall is charmed by its Pale Lord master and immune to effects that would break this charm short of *Remove Curse* (Tier 3), *Greater Restoration*, or the death of the Pale Lord. The thrall can telepathically communicate with its master over a distance of up to 1 mile.
Enhanced Vitality. The bond grants the thrall darkvision 30 ft, resistance to necrotic damage, and advantage on saving throws against disease and poison.
Fanatical Loyalty. The thrall automatically succeeds on Morale checks and has advantage on saving throws against being frightened while its master is alive.
Actions
Longsword. Melee: +4 to hit, reach 5 ft. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used two-handed.
Heavy Crossbow. Ranged: +4 to hit, range 100/400 ft. Hit: 7 (1d10 + 2) piercing damage.