Medium undead, Lawful Evil
| Armor Class | 12, 15 with mage armor |
|---|---|
| Hit Points | 37 (5d8 + 15) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 14 (+2) | 16 (+3) | 12 (+1) | 14 (+2) | 16 (+3) |
| Saving Throws | Wis +4 |
|---|---|
| Skills | Arcana +3, Perception +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | necrotic; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | poison |
| Condition Immunities | exhaustion; poisoned |
| Senses | darkvision 60 ft., passive Perception 14 |
| Languages | the languages it knew in life |
| Challenge | 3 |
While in sunlight, Hedrun has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Hedrun attacks twice with Grave Bolt.
Ranged Spell Attack Roll: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.
Melee Attack Roll: +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 zombie under its control at one time.
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 each/day: fear, hold person, misty step