Sunlight Sensitivity. While in sunlight, the wyrd has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The wyrd makes two draining sphere attacks. After attacking with a draining sphere, another sphere instantly appears in the wyrd's hands. The wyrd cannot be disarmed.
Draining Sphere. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (3d6) 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.
A humanoid slain by this attack rises 24 hours later as a zombie under the wyrd's control, unless the humanoid is restored to life or its body is destroyed. The wyrd can have no more than four zombies under its control at one time.
Description
Wyrds are intelligent undead spirits, empty black robes that grip necrotic black spheres of energy. They exist to defend unhallowed places against the living.