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Corrupted Modrick


AC 18 (plate)

HP 55 (10d8+10; bloodied 27)

Speed 20 ft.

Proficiency +3; Maneuver DC 14

Saving Throws Dex +2, Con +4, Wis +5

Skills Perception +5

Damage Vulnerabilities bludgeoning

Damage Resistances cold

Damage Immunities fire, poison

Condition Immunities fatigue, poisoned

Senses darkvision 60 ft., passive Perception 15

Languages Common

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

Fiery Death. When Modrick is reduced to 0 hit points he explodes in a 20-foot radius burst of flame Each creature in the area makes a DC 14 Dexterity saving throw , taking 14 (4d6) fire damage on a failure or half damage on a success.

Fire Aura. At the start of each of Modrick’s turns, each creature within 5 feet of him takes 3 (1d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches Modrick or hits him with a melee attack while within 5 feet of him takes 3 (1d6) fire damage.

Magic Weapons. Modrick’s weapon attacks are magical.

Regeneration. Modrick regains 10 hit points at the start of his turn if he has at least 1 hit point.

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


Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) slashing damage plus 3 (1d6) fire damage.

Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 10 (2d6+3) piercing damage plus 3 (1d6) fire damage.


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.



Modrick is in a constant state of suffering, both burning and reforming in a gruesome exchange that delighted Nemirtvi when he thought of it. The only thing that quiets his raging struggle is to dole some of that suffering out upon others—he attacks ferociously until destroyed.

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.