Medium Undead, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws WIS +3
Skills Perception +3, Stealth +6
Damage Resistances Acid, Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Condition Immunities Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Common The languages it knew in life
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

Actions

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.

Habitat: DesertSwampUnderdarkUrban

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