AC 16 (natural armor)
HP 55 (10d8+10; bloodied 27)
Speed 30 ft., burrow 20 ft.
Proficiency +3; Maneuver DC 16
Saving Throws Con +4
Skills Perception +6 (+1d6), Stealth +7 (+1d6)
Damage Resistances cold
Damage Immunities lightning, poison
Condition Immunities charmed, frightened , poisoned,
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 19
Languages Abyssal, Common, Elvish, Halfling
Broken Ground. Wherever Nemeth moves the earth trembles, turning the area in a 30-foot radius around him into difficult terrain . Nemeth ignores difficult terrain from Broken Ground.
Earth Glide. Nemeth can burrow through nonmagical, unworked earth and stone. While doing so, he doesn’t disturb the material he moves through.
Innate Spellcasting. Nemeth’s innate spellcasting ability is Charisma (spell save DC 16). He can innately cast the following spells, requiring no material components.
3/day: spike growth
Magic Weapons. Nemeth’s weapon attacks are magical.
Regeneration. Nemeth regains 5 hit points at the start of his turn if he has at least 1 hit point.
Sneak Attack (1/Turn). Nemeth deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Nemeth that isn’t incapacitated and Nemeth doesn’t have disadvantage on the attack roll.
Turn Resistance. Nemeth has advantage on saving throws against any effect that turns undead .
ACTIONS
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage. If the target is a creature, it makes a DC 16 Charisma saving throw or becomes malevolently cursed . A malevolently cursed creature has disadvantage on attack rolls and ability checks . At the end of each of its turns, a malevolently cursed creature repeats the saving throw , ending the effect on itself on a success and becoming immune to malevolent curses for the next 24 hours.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6+4) piercing damage.
Spike Growth (2nd-level; V, S, M, Concentration ). Nemeth causes sharp spikes and thorns to sprout in a 20-foot-radius within 120 feet, making it difficult terrain for up to 10 minutes. When a creature enters or moves within the area, it takes 2d4 piercing damage for every 5 feet it travels.
This magic causes the ground to look natural. A creature that can’t see the area when the spell is cast can spot the hazardous terrain just before entering it by making a DC 16 Perception check.
BONUS ACTIONS
Cunning Action (1/Turn). On each of his turns, Nemeth can take the Dash, Disengage, or Hide action.
Stone Trap (Recharge 5–6). Nemeth touches a 5-foot section of stone and reshapes it into either a small pit or a simple cage. A creature above a pit makes a DC 16 Dexterity saving throw or falls prone into it, becoming trapped until freed (AC 16, 7 hit points). A creature that has a simple stone cage formed around it is also trapped until freed (AC 16, 9 hit points).
Already a thorn in Lord Pemberton’s side, when the troublemaking adventuring group— Old Jovan , Modrick , Andrew Nemeth and Bluestone — accidentally stumbled upon him amidst a feeding, the vampire took great satisfaction from subduing each. Keen to get back to his morbid experimentations, his master Nemirtvi took to the quartet with relish, morphing their flesh and minds to sharpen talents for flaying that the vampire lord honed over centuries of inflicting torture.
All four of them have been turned into unquestioning undead devotees of the vampire lord, driven by his whim to patrol the fortifications beneath the western foundations of Nas Laed and drag down anyone that comes nearby to be used in Nemirtvi’s debased experiments. If the PCs aren’t led here by allies in Kleinburg, the adventurers can instead overhear someone screaming in protest while they investigate the cloud of darkness, spotting or otherwise noticing Bluestone and Modrick forcing a victim down into a passageway beneath the bridge.
Just as in life Bluestone is still hated by his companions—while the other three travel together in a group, the corrupted wizard remains alone near the top of the ruins. He’s expected to spot anyone approaching, alerting the others and drawing their prey toward his location with newfound undead abilities before engaging the PCs, and then 1d4 rounds later Jovan, Modrick, and Andrew Nemeth arrive to join the fray.
Tactics
Old Jovan is a diehard and still uses his weapons from life in combat. He begins by charging in with his guisarme, then jumping back to throw bolas at enemies giving his undead companions a tough time.