b'Cadaver Lord \n'b'  Family:   Cadaver  \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  14  Hit Points  32 (5d8 + 10)  Speed  30 ft.\n'b' STATS STR: 15 (+2) DEX:  18 (+4)  CON:  14 (+2)  INT:  13 (+1)  WIS:  10 (+0)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Resistances  bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  cold, poison  Condition Immunities   exhaustion ,  poisoned   Senses   darkvision  60 ft., passive  Perception  10  Languages  Common  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'   Innate Spellcasting . The cadaver lord\xe2\x80\x99s spellcasting ability is  Charisma  (spell save DC 13, +5 to hit with spell attacks). The cadaver lord can innately cast each of the following spells requiring no material components:\n'b'\n'b'   1/day each :  darkness ,  fear ,  create undead . \n'b'\n'b'  Create Cadaver . A humanoid slain by a cadaver lord rises 24 hours later as a cadaver under the cadaver lord\xe2\x80\x99s control. The cadaver lord can have no more than three cadavers under its control at one time. \n'b'  Magic Resistance . The cadaver lord has advantage on saving throws against spells and other magical effects. \n'b'  Reanimation . When reduced to  0 hit points , the cadaver falls inert and begins the process of reanimating. While in this state, the cadaver regenerates 1 hit point at the start of its turn. Hit points lost to magical weapons or radiant damage are not regained. When the creature reaches its full hit point total, less any magical weapon or radiant damage suffered, it rises, ready to fight again. A fallen cadaver can be prevented from reanimating by salting and burning the bones, casting  gentle repose  on it, or bathing the bones in cleansing  sacred flame . \n'b'  Actions \n'b'   Multiattack . The cadaver lord makes one bite attack and two claw attacks. \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13  Constitution  saving throw against disease or become  poisoned  until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b'  Claws .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) slashing damage. If the target is a creature, it must succeed on a DC 13  Constitution  saving throw against disease or become  poisoned  until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b'  About \n'b' The rotted flesh and tattered garments of this creature do little to hide the savage gleam of intellect in its burning eyes nor the grin of anticipation that crosses its features as it advances.'