Monster
Grim Champion of Pestilence
Outside your table’s allowed sources
Official reference · BMT · 2014
- Creature type
- Undead
- Size
- Medium
- Armor class
- 14, 17
- Hit points
- 120 (16d8 + 48)
- Speed
- Walk 40 ft.
- Challenge rating
- 15
- Alignment
- Neutral Evil
- Strength
- 10
- Dexterity
- 18
- Constitution
- 16
- Intelligence
- 17
- Wisdom
- 15
- Charisma
- 21
- Passive Perception
- 17
- Saving Throws
- dex: +9; cha: +10
- Skills
- arcana: +8; perception: +7; stealth: +9
- Senses
- darkvision 60 ft.
- Languages
- Common, Infernal
- 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
Halo of Pestilence
The champion is surrounded by an aura of deadly magic that takes the form of a host of glowing white insects. Each creature that starts its turn within 10 feet of the champion must succeed on a DC 18 Constitution saving throw or have the incapacitated condition until the start of its next turn, as the insects ravage its body.
Legendary Resistance (3/Day)
If the champion fails a saving throw, it can choose to succeed instead.
Actions
Multiattack
The champion makes two Blight Staff attacks, two Plague Bolt attacks, or one of each.
Blight Staff
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 21 (6d6) necrotic damage.
Plague Bolt
Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 23 (4d8 + 5) poison damage, and the target has the poisoned condition until the start of the champion's next turn.
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
The champion makes one Blight Staff or Plague Bolt attack.
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.
Cast a Spell (Costs 2 Actions)
The champion uses Spellcasting.
The champion casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
At will: Detect Magic, Mage Armor (self only)
2/day each: Blight, Blindness/Deafness