b'Oathsworn Annihilator \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  20 (plate, shield)  Hit Points  157 (21d8 + 63)  Speed  30 ft.\n'b' STATS STR: 16 (+3) DEX:  10 (+0)  CON:  17 (+3)  INT:  10 (+0)  WIS:  11 (+0)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Religion  +4  Damage Vulnerabilities  radiant \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t 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) \n'b' Special Traits \n'b'   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. \n'b'  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: \n'b'   1st level (4 slots) :  command ,  detect magic ,  shield of faith , thunderous smite \n'b'  2nd level (3 slots) :  find steed ,  magic weapon ,  zone of truth  \n'b'  3rd level (3 slots) :  dispel magic , elemental weapon,  magic circle  \n'b'  4th level (2 slots) :  banishment , staggering smite \n'b'   Sunlight Sensitivity . While in sunlight, the annihilator has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Turn Resistance . The annihilator has advantage on saving throws against any effect that turns  undead . \n'b'  Actions \n'b'   Multiattack . The annihilator makes two longsword attacks. It can use its Life Drain in place of one  melee attack . \n'b'  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\xc2\x92s 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. \n'b'  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. \n'b'  Legendary Actions \n'b' 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\xe2\x80\x99s turn. The annihilator regains spent legendary  actions  at the start of its turn. \n'b'   Attack . The annihilator makes one longsword  attack . It can\xc2\x92t use its Draining Smite with this  attack . \n'b'  Command Zombie . One  zombie , under the control of the annihilator, makes a  melee attack  against a creature of the annihilator\xc2\x92s choice. \n'b'  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. \n'b'  Cleansing Touch (Costs 2 Actions) . The annihilator ends one spell on itself or a willing creature it touches.'