Grim Champion of Bloodshed

Medium undead, chaotic evil

Armor Class

18 (plate armor)

Hit Points

280 (33d8 + 132)

Speed

40 ft.

Saves

str +12, con +10, dex +7

Skills

athletics +12, intimidation +11, perception +9

Damage Resistances

cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious

Senses

darkvision 60 ft.

Languages

Common

Challenge

20

Proficiency Bonus

+6

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 actions

Legendary Actions (3/Turn)

The Grim Champion of Bloodshed can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Grim Champion of Bloodshed regains spent legendary actions at the start of its turn.

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.