THE SHARED REFERENCE Adventurer

Monster

Grim Champion of Desolation

Outside your table’s allowed sources

Official reference · BMT · 2014

Creature type
Undead
Size
Medium
Armor class
18 (studded leather armor)
Hit points
416 (49d8 + 196)
Speed
Walk 30 ft.
Challenge rating
25
Alignment
Lawful Evil
Strength
22
Dexterity
23
Constitution
18
Intelligence
12
Wisdom
20
Charisma
19
Passive Perception
23
Saving Throws
dex: +14; con: +12; wis: +13
Skills
deception: +12; insight: +13; perception: +13; stealth: +14
Senses
darkvision 60 ft.
Languages
Common, Elvish
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 two Leeching Blade attacks and uses Hollow Void.

Leeching Blade

Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 33 (6d10) cold damage, and the champion regains 10 hit points.

Hollow Void

The champion summons a hungering rift around a creature it can see within 120 feet of itself. The creature must make a DC 22 Constitution saving throw. On a failed save, the creature takes 49 (11d8) force damage and has the stunned condition until the start of the champion's next turn. On a successful save, the creature takes half as much damage only. If a creature is reduced to 0 hit points by this effect, the creature dies, and its body crumbles to dust.

Bonus actions

Step into Nothing (Recharge 4–6)

The champion, along with any equipment it is wearing or carrying, has the invisible condition and teleports to an unoccupied space it can see within 30 feet of itself. The champion remains invisible until the start of its next turn or immediately after it deals damage.

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

Crush

The champion unleashes a burst of crushing force on a creature it can see within 30 feet of itself. The creature must succeed on a DC 22 Strength saving throw or take 14 (4d6) force damage and have the prone condition.

Fearsome 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.

Nullify (Costs 2 Actions)

The champion emits a magic wave in a 60-foot cone. Every spell of 5th level or lower ends on creatures and objects of the champion's choice in that area.

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