Insatiable Executioner

Medium undead, neutral evil

Armor Class 18 (plate)
Hit Points 187 (22d8 + 88)
Speed 30 ft.

18 (+4) 10 (+0) 19 (+4) 11 (+0) 11 (+0) 16 (+3)

Skills Athletics +8, Perception +4
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities poison, necrotic
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive perception 10
Languages the languages it knew in life
Challenge 12 (8,400 XP)

Special Traits

  • Indomitable (2/Day). The executioner can reroll a failed save. It must use the new roll.
  • Second Wind (1/Day). As a bonus action, the executioner regains 20 hit points.
  • Sunlight Sensitivity. While in sunlight, the executioner has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Turn Resistance. The executioner has advantage on saving throws against any effect that turns undead.


  • Multiattack. The executioner makes four weapon attacks. It can use its Life Drain in place of one melee attack.
  • Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) necrotic damage, and the target is grappled (escape DC 16). Until this grapple ends, the executioner must use one hand to maintain the grapple, but can automatically hit the grappled creature with its Life Drain. The target must succeed on a DC 15 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the 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. A humanoid slain by this attack rises 24 hours later as a zombie under the executioner’s control, unless the humanoid is restored to life or its body is destroyed. There is no limit to the number of zombies the executioner can control.
  • Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
  • Handaxe. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Legendary Actions

The executioner can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The executioner regains spent legendary actions at the start of its turn.

  • Attack. The executioner attacks with its greatsword or handaxe.
  • Breakthrough. The executioner moves up to its speed. It can move through the space of a single Large or smaller creature. If it does so, the creature must succeed on a DC 16 Strength saving throw, or be knocked prone and unable to make opportunity attacks against the executioner this turn.
  • Command Zombie. One zombie, under the control of the executioner, makes a melee attack against a creature of the executioner’s choice.
  • Life Syphon (Costs 2 Actions). The executioner uses its Life Drain against a creature it is grappling. If the target fails its saving throw, the executioner regains a number of hit points equal to the damage dealt by the attack.
Section 15: Copyright Notice

Ultimate Bestiary: The Dreaded Accursed, Copyright 2020, Chris Haskins, Nord Games LLC.

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