Medium undead, Neutral Evil
| Armor Class | 18 (plate armor) |
|---|---|
| Hit Points | 135 (18d8 + 54) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 12 (+1) | 16 (+3) | 12 (+1) | 14 (+2) | 16 (+3) |
| Saving Throws | Dex +5, Wis +6 |
|---|---|
| Skills | Perception +6, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered |
| Damage Immunities | poison |
| Condition Immunities | exhaustion; poisoned |
| Senses | darkvision 60 ft., passive Perception 16 |
| Languages | Common, Draconic |
| Challenge | 11 |
While in sunlight, Naergoth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Naergoth makes three attacks, either with his longsword or longbow. He can use Life Drain in place of one longsword attack.
Melee Attack Roll: +9 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) necrotic damage. The target must succeed on a DC 15 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.
Melee Attack Roll: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) if used with two hands, plus 10 (3d6) necrotic damage.
Ranged Attack Roll: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 10 (3d6) necrotic damage.