Hedrun Arnsfirth

Medium undead, Lawful Evil

Armor Class

12 (15 with mage armor)

Hit Points

37 (5d8+15)

Speed

walk 30 ft.

Saves

Wis +4

Skills

Arcana +3, Perception +4

Damage Resistances

necrotic; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

exhaustion, poisoned

Senses

darkvision 60 ft.

Languages

the languages it knew in life

Challenge

3

Sunlight Sensitivity

While in sunlight, Hedrun has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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/Day each: fear, hold person, misty step

Actions

Multiattack

Hedrun attacks twice with Grave Bolt.

Grave Bolt

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

Life Drain

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.