Sources
CR
Type
Size
Alignment
Movement

Hedrun Arnsfirth

Medium Undead, Lawful Evil

Armor Class 12, 15 with mage armor
Hit Points 37 (5d8 + 15)
Speed 30 ft.
STR
11
+0
DEX
14
+2
CON
16
+3
INT
12
+1
WIS
14
+2
CHA
16
+3
Saving Throws WIS +4
Skills Arcana +3, Perception +4
Damage Resistances necrotic; bludgeoning, piercing, slashing, from nonmagical attacks
Damage Immunities poison
Condition Immunities Exhaustion, Poisoned
Senses darkvision 60 ft., passive Perception 14
Languages the languages it knew in life
Challenge 3 (700 XP)

Traits

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

Spellcasting

Innate Spellcasting. Hedrun's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components:

At will: detect magic, disguise self, mage armor

1/day each: fear, hold person, misty step

Actions

Multiattack. Hedrun attacks twice with Grave Bolt.

Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit:7 (1d8 + 3) necrotic damage.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit:9 (2d6 + 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.

A humanoid slain by this attack rises 24 hours later as a zombie under Hedrun's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.