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