18 (plate armor)
135 (18d8+54)
walk 30 ft.
Dex +5, Wis +6
Perception +6, Stealth +5
necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
poison
exhaustion, poisoned
darkvision 60 ft.
Common, Draconic
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 Weapon Attack: +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 Weapon Attack: +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 Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 10 (3d6) necrotic damage.