12 (15 with mage armor)
37 (5d8+15)
walk 30 ft.
Wis +4
Arcana +3, Perception +4
necrotic; bludgeoning, piercing, slashing from nonmagical attacks
poison
exhaustion, poisoned
darkvision 60 ft.
the languages it knew in life
3
While in sunlight, Hedrun has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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
Hedrun attacks twice with Grave Bolt.
Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 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.