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Corrupted Jovan


AC 18 (plate)

HP 85 (10d8+40; bloodied 42)

Speed 40 ft., climb 20 ft.

Proficiency +3; Maneuver DC 14

Saving Throws Con +7, Wis +5

Skills Athletics +6, Perception +5, Stealth +5, Survival +5 (+1d6)

Damage Resistances cold, fire

Damage Immunities poison

Condition Immunities charmed, confused, fatigue, poisoned, stunned

Senses darkvision 60 ft., passive Perception 15

Languages Aquan, Common, Infernal, Terran

Brute. A melee weapon deals one extra die of its damage when Jovan hits with it (included in the attack).

Magic Weapons. Jovan's weapon attacks are magical.

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


Multiattack. Jovan attacks twice.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage. If the target is a creature other than an elf or undead , it makes a DC 15 Constitution saving throw or becomes paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Guisarme. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8+3) piercing damage.

Bolas (4). Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 5 (1d4+3) bludgeoning damage and the target makes a DC 14 Dexterity saving throw or is grappled (escape DC 14). On a critical hit, the target is also knocked prone .


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.



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.

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.