THE SHARED REFERENCE Adventurer

Monster

Grim Champion of Bloodshed

Outside your table’s allowed sources

Official reference · BMT · 2014

Creature type
Undead
Size
Medium
Armor class
18 (plate armor)
Hit points
280 (33d8 + 132)
Speed
Walk 40 ft.
Challenge rating
20
Alignment
Chaotic Evil
Strength
23
Dexterity
12
Constitution
18
Intelligence
10
Wisdom
17
Charisma
21
Passive Perception
19
Saving Throws
str: +12; dex: +7; con: +10
Skills
athletics: +12; intimidation: +11; perception: +9
Senses
darkvision 60 ft.
Languages
Common
Resistances
cold, necrotic, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Immunities
poison
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious

Traits

Legendary Resistance (3/Day)

If the champion fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

The champion makes four Blazing Morningstar attacks. It can replace one of these attacks with Blade Storm, if available.

Blazing Morningstar

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 14 (4d6) fire damage.

Blade Storm (Recharge 5–6)

The champion conjures a churning storm of spectral blades that fills a 20-foot cube centered on a point it can see within 120 feet of itself. The storm lasts until the start of the champion's next turn. While the storm is active, the area of the storm is difficult terrain. Whenever a creature enters the storm for the first time on a turn or starts its turn there, it must make a DC 19 Dexterity saving throw, taking 27 (6d8) slashing damage on a failed saving throw, or half as much damage on a successful one.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Furious Pursuit

The champion moves up to its speed or commands its mount to move up to its speed. This movement doesn't provoke opportunity attacks.

Induce Violence

The champion targets one creature it can see within 60 feet of itself. The target must succeed on a DC 19 Wisdom saving throw or immediately make one melee weapon attack against another creature of the champion's choice that is within the target's reach. If no creature is within the target's reach or if the target has the incapacitated condition, the target instead takes 11 (2d10) psychic damage.

Menace (Costs 2 Actions)

The champion chooses any number of creatures it can see within 30 feet of itself. Each target must succeed on a DC 19 Wisdom saving throw or have the frightened condition until the end of its next turn.

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