20 (Deathwalker's Ward)
150 (20d10 + 40)
walk 30 ft., fly 60 ft.
Str +5, Dex +15, Con +5, Int +13, Wis
darkvision 60 ft.
Abyssal, Celestial, Common, Druidic, Elvish, thieves' cant
21
+7
During his first turn, the Champion has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Champion scores against a surprised creature is a critical hit.
While the Champion is conscious, he and friendly creatures within 10 feet of him have a +3 bonus to saving throws (included above).
When the Champion is reduced to 0 hit points or dies, his body is destroyed but his spirit returns to the Raven Queen's side, and he gains a new body after 1d4 days.
If the Champion is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
When the Champion makes an attack roll, ability check, or saving throw, he can reroll the d20 and use either roll. Alternatively, when a creature the Champion can see makes an attack roll against him, or a saving throw against one of his spells or features, he can force that creature to reroll the attack or save and use the new roll.
The Champion's innate spellcasting ability is Charisma (+10 to hit with spell attacks, save DC 18). He can innately cast the following spells, requiring no material components: • At will: bane, bless, druidcraft • 1/Day: greater invisibility
The Champion deals an extra 49 (14d6) radiant or necrotic damage (his choice) when he hits a target with a weapon attack and he doesn't have disadvantage on the attack roll.
The Champion's ranged weapon attacks ignore half cover and three-quarters cover and have no range penalty.
The Champion wears boots of haste (see page 194) and the Deathwalker's Ward (see page 204), and wields Whisper (see page 211).
The Champion makes three attacks with Whisper.
Melee or Ranged Weapon Attack: +15 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (1d4 + 8) piercing damage plus 4 (1d8) psychic damage. On a critical hit, the target must succeed on a DC 18 Wisdom saving throw or be frightened of the Champion for 1 minute. On a ranged attack, the Champion can teleport with Whisper, appearing within 5 feet of the target on a hit, or in a random space within 30 feet of the target on a miss.
The Champion touches a creature within 5 feet of him, and chooses to either heal or harm that creature, restoring 55 (10d10) hit points or dealing 55 (10d10) necrotic damage. If the creature is an unwilling target, it can avoid either effect with a successful DC 20 Dexterity saving throw.
The Champion takes the Dash, Disengage, or Hide action.
The Champion clicks his heels together, casting haste on himself. He doesn't suffer from lethargy when the spell ends.