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
STR
11
+0
DEX
14
+2
CON
16
+3
INT
12
+1
WIS
14
+2
CHA
16
+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

Other data

description