b'Insatiable Executioner \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  18 (plate)  Hit Points  187 (22d8 + 88)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  10 (+0)  CON:  19 (+4)  INT:  11 (+0)  WIS:  11 (+0)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Athletics  +8,  Perception  +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'\n'b'  Indomitable (2/Day) . The executioner can reroll a failed save. It must use the new roll. \n'b'  Second Wind (1/Day) . As a bonus action, the executioner regains 20  hit points . \n'b'  Sunlight Sensitivity . While in sunlight, the executioner has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Turn Resistance . The executioner has advantage on saving throws against any effect that turns  undead . \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The executioner makes four weapon attacks. It can use its Life Drain in place of one  melee attack . \n'b'  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\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 executioner can control. \n'b'  Greatsword .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) slashing damage. \n'b'  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. \n'b'\n'b' Legendary Actions \n'b' 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\xe2\x80\x99s turn. The executioner regains spent legendary  actions  at the start of its turn. \n'b'\n'b'  Attack . The executioner attacks with its greatsword or handaxe. \n'b'  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. \n'b'  Command Zombie . One  zombie , under the control of the executioner, makes a  melee attack  against a creature of the executioner\xc2\x92s choice. \n'b'  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 .'