Slayer of the Living

Medium undead, neutral evil

Armor Class 16 (studded leather)
Hit Points 165 (22d8 + 66)
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 16 (+3) 10 (+0) 18 (+4) 18 (+4)

Skills Perception +8, Stealth +9, Survival +8
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 18
Languages the languages it knew in life
Challenge 11 (7,200 XP)

Special Traits

  • Favored Prey. When a creature fails a saving throw against the slayer’s Life Drain, the slayer can choose to make that creature its favored prey. The slayer gains a +4 bonus to weapon damage rolls against its favored prey. The creature remains the slayer’s favored prey for 24 hours. This effect ends early if the creature dies, or the slayer chooses a new favored prey.
  • Life Hunter. The slayer has advantage on Wisdom (Survival) checks to track living creatures.
  • Spellcasting. The slayer is an 8th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The slayer has the following ranger spells prepared:
  • Sunlight Sensitivity. While in sunlight, the slayer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Turn Resistance. The slayer has advantage on saving throws against any effect that turns undead.

Actions

  • Multiattack. The slayer makes two rapier attacks and uses its Life Drain, or makes two longbow attacks. If the slayer has a shortsword drawn, it can make a shortsword attack in place of its Life Drain.
  • Life Drain. Melee Weapon Attack: +9 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 or beast slain by this attack rises 24 hours later as a zombie under the slayer’s control, unless the creature is restored to life or its body is destroyed. There is no limit to the number of zombies the slayer can control.
  • Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
  • Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
  • Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Legendary Actions

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

  • Command Zombie. One zombie, under the control of the slayer, makes a melee attack against a creature of the slayer’s choice.
  • Life Drain. The slayer uses its Life Drain. On a hit, it can take a second legendary action to immediately cast hunter’s mark or make the target its Favoured Prey.
  • Vanish. The slayer moves up to half its speed and can take the Hide action.
  • Cast a Spell (Costs 2 Actions). The slayer casts from its list of prepared spells, using a spell slot as normal.
Section 15: Copyright Notice

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