Ferol Sal

Explorer's Guide to Wildemount p. 249 (Third Party)

Size
Medium
Type
undead
Alignment
neutral evil
AC
14 (studded leather armor)
Hit Points
45 (6d8+18)
Speed
walk 30 ft.
Skills
Perception +3, Stealth +4
Resistances
necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
Immunities
poison
Condition Immunities
exhaustion, poisoned
Senses
darkvision 60 ft.
Passive Perception
13
Languages
the languages it knew in life
Challenge
3
Environment
underdark, swamp, urban, desert
STR
15
+2
DEX
14
+2
CON
16
+3
INT
10
+0
WIS
13
+1
CHA
15
+2

Traits

Sunlight Sensitivity

While in sunlight, Ferol has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

Ferol makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

Life Drain

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

A humanoid slain by this attack rises 24 hours later as a zombie under Ferol's control, unless the humanoid is restored to life or its body is destroyed. Ferol can have no more than twelve zombies under its control at one time.

Longsword

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Longbow

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Other data

description