Grim Champion of Desolation

Medium undead, lawful evil

Armor Class

18 (studded leather armor)

Hit Points

416 (49d8 + 196)

Speed

30 ft.

Saves

wis +13, con +12, dex +14

Skills

insight +13, deception +12, stealth +14, perception +13

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, Elvish

Challenge

25

Proficiency Bonus

+8

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.

Step into Nothing (Recharge 4-6) (Bonus Action)

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 actions

Legendary Actions (3/Turn)

The Grim Champion of Desolation 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 Desolation regains spent legendary actions at the start of its turn.

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.