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Corrupted Bluestone


AC 16 (natural armor)

HP 75 (10d8+30; bloodied 37)

Speed 30 ft.

Proficiency +3; Maneuver DC 12

Saving Throws Wis +4

Skills Arcana +6, Perception +4, Stealth +1 (+1d6)

Damage Resistances piercing

Damage Immunities cold, poison

Condition Immunities frightened , poisoned

Senses darkvision 60 ft., passive Perception 14

Languages Aquan, Common, Elvish, Gnomish, Sylvan

Spellcasting. Bluestone is a 5th‐level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the following spells prepared:

Cantrips (at will): fire bolt , mage hand , minor illusion , shocking grasp

1st-level (3 slots): command , magic missile

2nd-level (2 slots): blindness/deafness , darkness

3rd-level (1 slots): fireball

Turn Resistance. Bluestone has advantage on saving throws against any effect that turns undead .

Undead Fortitude. If damage reduces Bluestone to 0 hit points he makes a Constitution saving throw (DC 5 + the damage taken), unless the damage is radiant or from a critical hit. On a success, Bluestone drops to 1 hit point instead.


Multiattack. Bluestone makes a slam attack and casts a spell.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.


Croon (1/ Long Rest ). Bluestone unleashes an unnatural bellow in a 100-foot radius. Each living creature in the area that can hear him makes a DC 14 Wisdom saving throw or becomes incapacitated and moves toward him in the most direct and safe route. At the start of each of his turns, Bluestone can use a bonus action to continue his Croon, for up to 1 minute.


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.



Bluestone draws the party towards him with minor illusion and Croon, alerting his undead companions. He tries to blind spellcasters first then moves on to melee combatants.

Monster Type Description

Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons . Others, like vampires , are the products of an evil ritual or curse.