Medium Humanoid (Dragonborn), Neutral Evil
Armor Class 19 (natural armour)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
16 (+3)
INT
20 (+5)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws INT +8, WIS +6
Skills Arcana +9, History +9, Perception +7, Religion +9
Damage Resistances Cold, Necrotic
Senses Darkvision 60 ft, Passive Perception 17
Languages Common, Draconic, Dwarvish, Infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Spellcasting. Ardrek is a 12th-level spellcaster. Her spellcasting ability is Intelligence for her wizard spells (spell save DC 17, +9 to hit with spell attacks) and Wisdom for her cleric spells (spell save DC15, +7 to hit with spell attacks). Ardrek has the following wizard and cleric spells prepared:

Cantrips (at will): blade ward, chill touch, mind sliver, ray of frost; guidance, resistance, sacred flame, spare the dying, toll the dead

1st level (4 slots):  cause fear*, ice knife, magic missile, tasha's hideous laughter, witch bolt; bane, cure wounds, false life*, inflict wounds*, ray of sickness*, shield of faith

2nd level (3 slots):  melf's acid arrow, misty step, tasha's mind whip; blindness/deafness*, hold person, lesser restoration, ray of enfeeblement*, spiritual weapon

3rd level (3 slots): animate dead,* summon undead,* vampiric touch*

4th level (3 slots): ice stormvitriolic sphere

5th level (2 slots)

6th level (1 slot)

*Necromancy spell of 1st level or higher

Grim Harvest (1/Turn). When Ardrek kills a creature that is neither a construct nor undead with a spell of 1st level or higher, Ardrek regains hit points equal to twice the spell’s level, or three times if it is a necromancy spell.

Touch of Death (1/day). When Ardrek hits a creature with a melee attack, she can  deal an extra 13 points of necrotic damage.

Undead Thralls.  Whenever Ardrek creates an undead using a necromancy spell, its max HP is increased by 8 and it adds +4 to its weapon damage rolls.
Draconic Ancestry. Ardrek is descended from a white dragon.  As a result, she can exhale an icy breath and has resistance to cold damage.
 
Dragon Hide.  While Ardrek isn't wearing armor, she can calculate your AC as 13 + her  DEX modifier.
 
Breath Weapon.  Once per short rest as an action, Ardrek can exhale destructive cold energy. Each creature in the area must make a DC 15 saving throw, taking 14 (4d6) cold damage on a failed save, and half damage on a successful one.
Actions

Staff of Withering. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) bludgeoning damage, plus 11 (2d10) necrotic damage and a DC15 Constitution save or suffer disadvantage for one hour.

Retractable Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

Description

Ardrek grew up in the Ten-Towns.  Her white dragon ancestry and gift for magic meant she was shunned by most.  Eventually, a priest of Myrkul took pity on the waif and raised her as his own.

Ardrek excelled in the study of necromantic magic, and followed her father into the faith of Myrkul.  She became a priest of the god of death, and alongside her study of necromancy, she grew in power.

Travelling south, Ardrek settled near Luskan.  It was here that she initially met Drangor Bloodsword.  The two began a tumultuous relationship that blossomed over time.  His role as a paladin of Myrkul added to the power of Ardrek's undead creations.

Having heard the story of the Heroes of Phandalin, and how they had vanquished the white dragon, Cryovain, Ardrek felt that the fortress would be the ideal location to set up her headquarters.  So it was that Ardrek gathered together a small band of followers and made her way to Icespire Hold.

Monster Tags: NPC

AquarionRavenmane

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