Thresh, The Chain Warden (5e Creature)
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Thresh, The Chain Warden
Medium undead, aberration, chaotic evil
Saving Throws Str +10, Con +13, Wis +10, Cha +11
Damnation. As a warden of souls he gains more power as he kills enemies, every time he kills an enemy he gains 1 constitution and wisdow, and 1 AC and regain 2d12 every two kills if he or his lantern have to be in a distance of up to 5 M. from the target(bonuses are removed if dead targets revive).
Twisted mind. Thresh's was twisted during and after his life, he is immune to madness and/or mind control(up to a certain degree of control).
Chain and Scythe. Thresh's weapon can be used both at melee range or at distance and he receives no penalties due to the distance an enemy positions in relation to his.
Ghost of the Harrowing. All creatures killed by Thresh, that aren't absorbed into his lantern, are turned into ghosts from the isles.
Legendary Resistance (3/day). When Thresh fails a saving throw he can choose to succeed instead.
Multiattack Thresh can make two of the following actions on his turn.
Chain Scythe Ranged/Melee Weapon Attack: +7 to hit, reach 6 M., one target. Hit: 14 (2d8 + 7) piercing damage.
Death Sentence Thresh throws his scythe, up to a distance of 10 M., to an enemy at which they take 19(2d12 +7) piercing damage. An enemy hit by this action must make a DC 17 Dexterity saving throw or be immobilized until Thresh's next turn, During this period Thresh can hurl himself to the target gaining an opportunity strike on the target.
Flay All enemies in a circle of 1 M. radius around, or a line extending 2 M. in front and behind Thresh are launched 2 M in the direction he is facing, all enemies make a DC 18 Constitution saving throw, taking 13 (3d6 + 5) necrotic damage on a fail or half as much upon a success. Thresh's next attack with his Chain Scythe deals 21(2d10 + 11) additional necrotic damage.
The Box Thresh summons a pentagon of phantasmagoric walls, with him at the center, reaching all enemies in a 3M. radius. All enemies inside the cage make a during its summoning, starting or finishing their turn inside it make a DC 14 Constitution saving throw taking 1 d12 necrotic damage upon a failure or half as much upon success. If an enemy passes through one of the walls they make a DC 18 Constitution saving throw, taking 23(2d12 + 11) necrotic damage upon a failure or half as much on success, whichever the result they are slowed to 1/4 of their speed. Each wall can apply this damage up to 3 times or after 3 rounds after its summoning.
The Chain Warden can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Chain Warden regains spent legendary actions at the start of its turn. 'Attack: ' Thresh can make a Chain Scythe attack action.
'Frightening Visage: ' Each creature of Thresh's choice within 60 M. of him and aware of him must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with a disadvantage if Thresh is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Thresh's Frightful Visagefor the next 24 hours.
"There are few things as invigorating as taking a mind apart, piece by piece."
The horrifying specter now known as Thresh was once a simple, if troubled, man. In an age history has all but forgotten, he was a lowly warden of an order devoted to the gathering and protection of arcane knowledge. This order was established on the Blessed Isles, which were hidden and protected from the outside world by magical pale mists.
The masters of the order acknowledged Thresh’s long years of service, and tasked him with the custodianship of certain hidden vaults beneath the city of Helia. It was there that a vast, secret collection of dangerous artifacts was kept under lock and key. Incredibly strong-willed and methodical, Thresh was well suited to such work… but even then, his penchant for cruelty had been noted by his brethren. While it had not yet manifested in murderous ways—at least, none that could be proven—he was shunned by many.
It became clear he had been given a job that kept him away from others, preventing him from gaining the recognition he felt he deserved. Solitary years in the darkness took their toll, and Thresh grew ever more bitter and jealous as he patrolled the long halls with his lantern-stave, and only his own resentful thoughts for company.
His moment of opportunity came when the armies of a mad king managed to pierce the veiling mists, and arrived unbidden upon the shores of the Blessed Isles.
Secretly, Thresh delighted in the slaughter that followed. The invading king was obsessed with resurrecting his dead queen—and Thresh willingly led him to the fabled Waters of Life.
None but the most senior members of the order had ever been permitted to enter the hidden catacomb that housed the Waters. Now, with the king’s greatest warriors at his back, Thresh laughed as the guardians of that sacred place were cut down before him. Finally, he believed, he would get what he had long deserved.
Only those who were there could say what truly occurred when the king lowered the lifeless corpse of his wife into the Waters, but the aftermath would shake the whole of Runeterra.
A catastrophic blastwave of dark energy surged outward, engulfing Helia and spreading rapidly across the rest of the Blessed Isles, and the white mist that had once protected them turned black and predatory. Every living thing in its path perished in an instant, and yet their spirits could not move on, caught in a horrifying new existence somewhere between life and death. Thresh himself was among the first to be claimed… but while others screamed in anguish at their fate, he reveled in it.
He arose from this cataclysm, this Ruination, as a spectral monstrosity, relishing the chance to torment others without fear of reprisal, and unfettered by the limits of mortality.
Over the decades and centuries that followed, his supernatural appearance slowly changed to match the malice and cruelty that had always festered in his heart. To his amusement, Thresh came to realize most other spirits trapped within the Black Mist retained only fragments of their former selves—even the strongest of the foreign invaders, such as Hecarim or Ledros—while his power continued to grow.
Driven by spite to prey upon those he perceives as lesser souls, Thresh’s favorite victims have always been those who will suffer the most from his attentions. No matter how strong their resolve, resilience, or faith, he strives to break them as slowly as possible, by learning their fears and weaknesses, and toying with them to the very end. Only when their lives lie in tatters, their loved ones taken from them, their sense of purpose lost and their last glimmer of hope snuffed out, do Thresh’s hooked chains finally drag them into his undying grasp.
Even so, death brings no merciful release, for he tears out the souls of all he kills—imprisoning them within his accursed lantern, to be unwilling witnesses to his depredations for all eternity.
Only a single soul has ever escaped him.
Senna, one of the hated “Sentinels of Light”, died a futile death after facing Thresh in some forgotten eldritch vault. Her distraught husband, Lucian, then pursued the cruel spirit for years, becoming singularly obsessed with the hunt, letting his grief and rage consume him almost entirely. To Thresh, it was delectable.
However, before he could finally claim Lucian’s soul, a vengeful blow split Thresh’s lantern open, and freed Senna from it.
Intrigued by the obvious strength of their mortal bond, he has decided to allow them this small and insignificant victory, knowing all too well that the game of light and shadow they all play is still far from over…