Death is the fate of all life, and the champion of death fate’s instrument. These undead are the shepherd of souls, who usher the final curtain down and proclaim that the time has come for the flame of life to extinguish.
It is a nearly unstoppable killer, wielding twin scythes that cleave armor, flesh, and spirit with equal ease. Taking the shape of a skeletal centaur wreathed in shadowy robes, the champion of death creates no sound with any of its movements, echoing the tranquil silence of the grave. Their blows inflict no pain, cutting the life force away from their targets with every stroke. Few ever see the blades of the champion of death as it cleaves their souls into the afterlife, a peaceful death soon to be shared with every living thing the champion can find.
CHAMPION OF DEATH
Large undead, chaotic evil
Armor Class 23 (natural armor)
Hit Points 375 (30d12 + 180)
Speed 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 18 (+4) | 23 (+6) | 20 (+5) | 28 (+9) | 23 (+6) |
Saving Throws Dex +11, Con +13, Wis +16, Cha +13
Skills Insight +16, Perception +16, Religion +19, Stealth +18
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities exhaustion, frightened, poisoned, stunned, unconscious
Senses truesight 120 ft., passive Perception 26
Languages understands all languages but cannot speak
Challenge 23 (50,000 XP)
TRAITS
Antilife Shell. The champion is surrounded by a magical barrier in a 5-foot radius sphere that moves with it, remaining centered on the champion and hedging out living creatures. The barrier forcibly prevents living creatures from passing or reaching through. If the champion’s movement forces a living creature through the barrier, the effect ends until the start of the champion’s next turn. If the effect is dispelled (such as via a dispel magic spell) the effect is instead suppressed until the start of the champion’s next turn.
Herald of the Apocalypse. The champion cannot be compelledto act in a manner that prevents it from killing living creatures at every opportunity. The champion’s attacks are magical and grant a +3 bonus to its attack rolls (included in the attack). When the champion hits a living creature with any weapon, the weapon deals an extra 36 (8d8) necrotic damage (included in the attack). Additionally, the champion cannot be disarmed of its weapons.
Legendary Resistance (3/Day). When the champion fails a saving throw, it can choose to succeed instead.
ACTIONS
Multiattack. The champion makes four Sickle attacks.
Death Sentence (Recharge 6). The champion commands a living creature it can see within 300 feet to die. The target must succeed on a DC 24 Constitution saving throw or take necrotic damage equal to its hit point maximum. A creature that fails this saving throw by 10 or more dies instantly.
Sickle. Melee or Ranged Weapon Attack: +17 to hit, reach 10 ft. or range 30/60 ft., one target. Hit: 20 (2d12 + 7) slashing damage. If the target is a living creature, it takes an extra 36 (8d8) necrotic damage. If the sickle was thrown, it returns to the champion’s hand at the end of the turn during which it was thrown.
LEGENDARY ACTIONS
The champion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The champion regains spent legendary actions at the start of its turn.
Aspect of Death (Costs 3 Actions). The champion recharges its Death Sentence action.
Shadow of Death. The champion magically teleports to an unoccupied space within 10 feet of a living creature it can see and becomes invisible. The invisibility lasts for 1 minute or until the champion makes an attack.
Sickle. The champion makes a Sickle attack.
Ref: TPKB1 p39