5e SRD >Creatures >

Oathsworn Annihilator

Medium undead, neutral evil

Armor Class 20 (plate, shield)
Hit Points 157 (21d8 + 63)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 17 (+3) 10 (+0) 11 (+0) 19 (+4)

Skills Religion +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

  • Draining Smite. When the annihilator hits a creature with a melee weapon attack, the annihilator can expend a spell slot to also hit the target with its Life Drain. If the annihilator expends a spell slot of 2nd level or higher, its Life Drain deals 4 (1d8) extra damage for each level above 1st.
  • Spellcasting. The annihilator is an 8th level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The annihilator has the following paladin spells prepared:
  • Sunlight Sensitivity. While in sunlight, the annihilator has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Turn Resistance. The annihilator has advantage on saving throws against any effect that turns undead.

Actions

  • Multiattack. The annihilator makes two longsword attacks. It can use its Life Drain in place of one melee attack.
  • Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) necrotic damage. The target must succeed on a DC 16 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 annihilator’s control, unless the humanoid is restored to life or its body is destroyed. There is no limit to the number of zombies the annihilator can control.
  • Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage, if used in two hands.

Legendary Actions

The annihilator 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 annihilator regains spent legendary actions at the start of its turn.

  • Attack. The annihilator makes one longsword attack. It can’t use its Draining Smite with this attack.
  • Command Zombie. One zombie, under the control of the annihilator, makes a melee attack against a creature of the annihilator’s choice.
  • Shield Up. The annihilator equips its shield if it is carrying, but not already wielding, it and gains an additional +2 bonus to its armor class until the start of its next turn.
  • Cleansing Touch (Costs 2 Actions). The annihilator ends one spell on itself or a willing creature it touches.
Section 15: Copyright Notice

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