Cadaver Lord
Medium undead, chaotic evil
Armor Class
14
Hit Points
32 (5d8 + 10)
Speed
30 ft.
STR
15 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
13 (+1)
WIS
10 (+0)
CHA
16 (+3)
Damage Immunities
cold, poison
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
exhaustion, poisoned
Senses
darkvision 60 ft., passive Perception 10
Languages
Common
Challenge
4 (1,100 XP)
Innate Spellcasting. The cadaver lord’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The cadaver lord can innately cast the following spells, requiring no material components:
- 1/day each: darkness, fear, create undead
Create Cadaver. A humanoid slain by a cadaver lord rises 24 hours later as a cadaver under the cadaver lord’s control. The cadaver lord can have no more than three cadavers under its control at one time.
Magic Resistance. The cadaver lord has advantage on saving throws against spells and other magical effects.
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.
Actions
Multiattack. The cadaver lord makes one bite attack and two claw attacks.
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’s hit point maximum lasts until the disease is cured.
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’s hit point maximum lasts until the disease is cured.