Ferol Sal

(Explorer's Guide to Wildemount)

Medium undead, Neutral Evil

Armor Class14 (studded leather armor)
Hit Points45 (6d8 + 18)
Speed30 ft.
STRDEXCONINTWISCHA
15 (+2) 14 (+2) 16 (+3) 16 (+3) 13 (+1) 15 (+2)
Saving Throws—
SkillsPerception +3, Stealth +4
Damage Vulnerabilities—
Damage Resistancesnecrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
Damage Immunitiespoison
Condition Immunitiesexhaustion; poisoned
Sensesdarkvision 60 ft., passive Perception 13
Languagesthe languages it knew in life
Challenge3

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 Attack Roll: +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 Attack Roll: +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 Attack Roll: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.