Yeratnik
Medium undead, neutral evil
Armor Class 16 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft., fly 30 ft. (hover)
STR 18 (+4) · DEX 18 (+4) · CON 18 (+4) · INT 16 (+3) · WIS 14 (+2) · CHA 20 (+5)
Saving Throws Dex +7, Con +7, Wis +5, Cha +8
Skills Arcana +6, Deception +8, Perception +5, Stealth +7
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., passive Perception 15
Languages Common plus any languages it knew in life
Challenge 9
Traits
Turn Resistance. The Yeratnik has advantage on saving throws against any effect that turns undead.
Regeneration. The Yeratnik regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the Yeratnik takes radiant damage or damage from holy water, this trait doesn't function at the start of the Yeratnik's next turn.
Shadow Stealth. While in dim light or darkness, the Yeratnik can take the Hide action as a bonus action.
Shapechanger. The Yeratnik can use its action to polymorph into a Large wolf or bear, or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
- Wolf Form: Speed 50 ft.
- Bear Form: Speed 40 ft.
Actions
Multiattack. The Yeratnik makes two attacks, either with its Claws (in true form), Bite (in animal form), or Life Drain.
Claws (True Form). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) slashing damage.
Bite (Animal Form). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 16 (2d10 + 5) piercing damage.
Life Drain. Melee Spell Attack: +8 to hit, reach 5 ft., one creature.
Hit: 21 (4d8 + 3) necrotic damage, and the Yeratnik regains hit points equal to half the amount of necrotic damage dealt. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic 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.
Incapacitating Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature.
Hit: The target must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Shadow Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target.
Hit: 18 (4d6 + 4) necrotic damage.
Reactions
Vengeful Hex. When the Yeratnik takes damage from a creature within 60 feet of it that it can see, it can force that creature to make a DC 16 Wisdom saving throw. On a failed save, the creature is cursed for 1 minute. While cursed, the creature has disadvantage on attack rolls and saving throws. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
### Weaknesses
Sunlight Hypersensitivity. The Yeratnik takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Stake to the Heart. If a piercing weapon made of wood is driven into the Yeratnik's heart while it is incapacitated in its resting place, the Yeratnik is destroyed.
Lore
Cursed sorcerers condemned to return after death as harmful undead, attacking humans and often killing their kind.
Yeratniks are cursed sorcerers and witches doomed to return to the world of the living after death in the form of vampires or other evil spirits to harm people. They can even wage war among themselves.
The word "Yeratnik" was often associated with heresy, apostasy, and witchcraft. In some regions, this term was used for sorcerers and witches who practiced black magic during their lives and made pacts with dark forces and the devil.
From The Witchwood Bestiary 5E, p. 96 · Fern Flower Press