14 (studded leather armor)
45 (6d8+18)
walk 30 ft.
Perception +3, Stealth +4
necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
poison
exhaustion, poisoned
darkvision 60 ft.
the languages he knew in life
4
Withers carries the amulet of the black skull.
While in sunlight, Withers has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Withers is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Withers has the following wizard spells prepared: • Cantrips (at will): acid splash, mage hand, minor illusion, prestidigitation • 1st level (4 slots): detect magic, expeditious retreat, feather fall, thunderwave • 2nd level (4 slots): darkness, hold person, rope trick • 3rd level (3 slots): dispel magic, lightning bolt • 4th level (3 slots): blight, wall of fire • 5th level (1 slots): telekinesis
Withers makes two longsword attacks. He can use his Life Drain in place of one longsword attack.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 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.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.