THE SHARED REFERENCE Adventurer

Monster

Hedrun Arnsfirth

Outside your table’s allowed sources

Official reference · TftYP · 2014

Creature type
Undead
Size
Medium
Armor class
12, 15
Hit points
37 (5d8 + 15)
Speed
Walk 30 ft.
Challenge rating
3
Alignment
Lawful Evil
Strength
11
Dexterity
14
Constitution
16
Intelligence
12
Wisdom
14
Charisma
16
Passive Perception
14
Saving Throws
wis: +4
Skills
arcana: +3; perception: +4
Senses
darkvision 60 ft.
Languages
the languages it knew in life
Resistances
necrotic, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Immunities
poison
Condition Immunities
exhaustion, poisoned

Traits

Sunlight Sensitivity

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

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 creature. 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 zombies under its control at one time.

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

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