b'Slayer of the Living \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  16 (studded leather)  Hit Points  165 (22d8 + 66)  Speed  30 ft.\n'b' STATS STR: 13 (+1) DEX:  20 (+5)  CON:  16 (+3)  INT:  10 (+0)  WIS:  18 (+4)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +8,  Stealth  +9,  Survival  +8  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 18  Languages  the languages it knew in life  Challenge  11 (7,200 XP) \n'b' Special Traits \n'b'   Favored Prey . When a creature fails a saving throw against the slayer\xc2\x92s 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\xc2\x92s favored prey for 24 hours. This effect ends early if the creature dies, or the slayer chooses a new favored prey. \n'b'  Life Hunter . The slayer has advantage on  Wisdom  ( Survival ) checks to track living creatures. \n'b'  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: \n'b'   1st level (4 slots) :  detect magic , hail of thorns, hunter\xe2\x80\x99s mark \n'b'  2nd level (3 slots) :  pass without trace ,  spike growth  \n'b'  3rd level (3 slots) : conjure barrage, lightning arrow \n'b'  4th level (2 slots) :  freedom of movement ,  stoneskin  \n'b'   Sunlight Sensitivity . While in sunlight, the slayer has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Turn Resistance . The slayer has advantage on saving throws against any effect that turns  undead . \n'b'  Actions \n'b'   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. \n'b'  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\xc2\x92s 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. \n'b'  Rapier .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 9 (1d8 + 5) piercing damage. \n'b'  Shortsword .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 8 (1d6 + 5) piercing damage. \n'b'  Longbow .  Ranged Weapon Attack : +9 to hit, range 150/600 ft., one target.  Hit : 9 (1d8 + 5) piercing damage. \n'b'  Legendary Actions \n'b' 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\xe2\x80\x99s turn. The slayer regains spent legendary  actions  at the start of its turn. \n'b'   Command Zombie . One  zombie , under the control of the slayer, makes a  melee attack  against a creature of the slayer\xc2\x92s choice. \n'b'  Life Drain . The slayer uses its Life Drain. On a hit, it can take a second legendary action to immediately cast hunter\xe2\x80\x99s mark or make the target its Favoured Prey. \n'b'  Vanish . The slayer moves up to half its speed and can take the  Hide  action. \n'b'  Cast a Spell (Costs 2 Actions) . The slayer casts from its list of prepared spells, using a spell slot as normal.'