THE SHARED REFERENCE Adventurer

Monster

Ferol Sal

Outside your table’s allowed sources

Official reference · EGW · 2014

Creature type
Undead
Size
Medium
Armor class
14 (studded leather)
Hit points
45 (6d8 + 18)
Speed
Walk 30 ft.
Challenge rating
3
Alignment
Neutral Evil
Strength
15
Dexterity
14
Constitution
16
Intelligence
16
Wisdom
13
Charisma
15
Passive Perception
13
Skills
perception: +3; stealth: +4
Senses
darkvision 60 ft.
Languages
the languages it knew in life
Resistances
necrotic, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
Immunities
poison
Condition Immunities
exhaustion, poisoned

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 creature. 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.

Quick preview