Grim Champion of Pestilence

The Book of Many Things p. 163

Size
Medium
Type
undead
Alignment
neutral evil
AC
14 (17 with mage armor)
Hit Points
120 (16d8+48)
Speed
walk 40 ft.
Saving Throws
Dex +9, Cha +10
Skills
Stealth +9, Arcana +8, Perception +7
Resistances
cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Immunities
poison
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious
Senses
darkvision 60 ft.
Passive Perception
17
Languages
Common, Infernal
Challenge
15
Lineage
Grim Champion
STR
10
+0
DEX
18
+4
CON
16
+3
INT
17
+3
WIS
15
+2
CHA
21
+5

Traits

Proficiency Bonus

+5

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.

recharge

3/DAY

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.

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
  • 1/day each: Cloudkill, Contagion

Legendary Actions

Legendary Actions (3/Turn)

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

recharge

3/TURN

Attack

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.

Spells

detect magic, mage armor, blight, blindness/deafness, cloudkill, contagion

Other data

description

Aleron was once a tiefling adventurer, but unlike so many victims of the Deck of Many Things, he never drew the Skull card. Instead, when one of his allies drew the card and faced the avatar of death, Aleron came to his ally's aid. A second avatar of death appeared, and Aleron was slain; soon after, his Undead corpse crawled from Withered Vineyard, tainted with plague. Aleron resents his fellow Undead in the Grim Harrow, considering himself better than all of them and unjustly condemned to the Gardens of Decay for an act of altruism. Though the weakest of the Harrow's three leaders, the Grim Champion of Pestilence is nonetheless a fearsome entity of sickness and blight. A swarm of insects surrounds him in a mockery of a halo, and debilitating plagues flow from his fingertips. Aleron rides a warhorse skeleton with flies buzzing in its gaping eye sockets.

The Grim Champions: The Grim Harrow is led by three powerful entities with the title of grim champion. Each champion embodies a terrible facet of death. Jyn Corvis, Grim Champion of Desolation, is the oldest and most powerful of the three and embodies all-consuming nothingness. She led the Grim Harrow to the Gardens of Delight long ago and is the nominal leader of all the Undead in the demiplane. The other two champions—Wynemar Brack, Grim Champion of Bloodshed, and Aleron, Grim Champion of Pestilence—rival Jyn for power and together can oppose her. The fact that the three champions rarely agree on anything is a major check on the group's power. Instead of the Grim Harrow acting as a unified force, each of the three champions usually pursues their own interests, seldom cooperating or sharing intelligence or resources.