Hedrun Arnsfirth
Tales from the Yawning Portal p. 160
- Size
- Medium
- Type
- undead
- Alignment
- lawful evil
- AC
- 12 (15 with mage armor)
- Hit Points
- 37 (5d8+15)
- Speed
- walk 30 ft.
- Saving Throws
- Wis +4
- Skills
- Arcana +3, Perception +4
- Resistances
- necrotic; bludgeoning, piercing, slashing from nonmagical attacks
- Immunities
- poison
- Condition Immunities
- exhaustion, poisoned
- Senses
- darkvision 60 ft.
- Passive Perception
- 14
- Languages
- the languages it knew in life
- Challenge
- 3
Traits
Sunlight Sensitivity
While in sunlight, Hedrun has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Innate Spellcasting
Hedrun's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components:
- At will: detect magic, disguise self, mage armor
- 1/day each: fear, hold person, misty step
Actions
Multiattack
Hedrun attacks twice with Grave Bolt.
Grave Bolt
Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.
Life Drain
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 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 Hedrun's control, unless the humanoid is restored to life or its body is destroyed. Hedrun can have no more than twelve zombie under its control at one time.
Spells
detect magic, disguise self, mage armor, fear, hold person, misty step