This dried-out body of a long dead traveler is still clad in the tattered remains of his clothes. Skin as dry as parchment clings to the bones that are clearly distinguishable underneath. A hoarse moaning emanates from the dry, cracked lips.
Thirsting Undead. The greatest danger to people traversing badlands and deserts is thirst, and even the best prepared can find themselves without water. The lucky ones die quickly, while those less fortunate linger in sun-addled torment for days. These souls sometimes rise from the sand as gray thirsters, driven to inflict the torment they suffered upon other travelers.
Destroy Wells and Oases. Gray thirsters destroy or foul sources of water and often lurk nearby to ambush those seeking clean water.
Thirsting Caravan. Though they hunt alone, in at least one case an entire caravan died of thirst and rose again as gray thirsters. Called the dust caravan, it prowls the deep desert accompanied by skinchanging gnolls, shrieking ghouls, and a mummy lord, building a strange nomadic army.
Undead Nature. A gray thirster doesn’t require air, food, or sleep.
Medium undead, neutral evil
Armor Class 13
Hit Points 39 (6d8 + 12)
Speed 30 ft.
|12 (+1)||16 (+3)||15 (+2)||6 (-2)||12 (+1)||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.
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.