Hedrun Arnsfirth

(Tales from the Yawning Portal: Against the Giants)

Medium undead, Lawful Evil

Armor Class12, 15 with mage armor
Hit Points37 (5d8 + 15)
Speed30 ft.
STRDEXCONINTWISCHA
11 (+0) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 16 (+3)
Saving ThrowsWis +4
SkillsArcana +3, Perception +4
Damage Vulnerabilities—
Damage Resistancesnecrotic; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunitiespoison
Condition Immunitiesexhaustion; poisoned
Sensesdarkvision 60 ft., passive Perception 14
Languagesthe languages it knew in life
Challenge3

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 Roll: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.

Life Drain.

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.

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 each/day: fear, hold person, misty step