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 compelled to 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.
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.
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.
Description
The Champion of Death
The mere memory of this one sends shivers down my spine, like I’ll never be warm again. A champion of death looks right into your soul and knows a hundred ways to rend it from your body. Possessed of incredible speed, it can strike so quickly it will separate your head from your shoulders before you realize it moved. A warding shell of anti life energies prevents living beings from getting close, and the champion wields its long-handled scythes with impunity. Elkus Dalgren is the only cleric I know who can stand up to undead of this magnitude, and even he was hesitant. Granted, his hesitation was because he had to find time between fending off a demonic incursion and founding another alcoholism support group, but all the same, one should not take these avatars of death lightly if one enjoys being alive.
– Talien Vos Karven
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.
There is only one way to summon a champion of death. A powerful humanoid who has died and been brought back to life at least once must be placed on a guillotine built from the bones of a unicorn, with an adamantine blade worth 5,000 gp. A set of pearls worth 12,000 gp must be embedded in the skeleton of the live humanoid without killing the victim. Once prepared, the guillotine blade is dropped and power word kill must be cast simultaneously at the exact moment of the blade’s impact. Upon completion, a swirling cloud of inky blackness billows forth, the pearls melt into the humanoid’s skeleton, and the guillotine structure reshapes to form the champion of death. Once summoned, it wields the adamantine blade from the guillotine that killed it, breaking it in half to form a pair of sickles with bone handles. The champion of death obeys its summoner unquestioningly, except when such orders would conflict with its Herald of the Apocalypse trait. Creating a champion of death is always an evil act.
The champion of death exists to end life in all its forms. Unlike the other apocalypse dragoons, it may go through periods of extended inactivity. It waits for an unseen signal before springing into action as a maelstrom of violence, leaving only corpses in its wake. These undead are notoriously difficult to control, possessing a cryptic and mysterious nature. Champions of death treat the act of taking life as a sacred act, giving their victims a moment to come to terms with their fate and prepare themselves. While any living thing that encounters a champion of death is sure to be slain, the creature rarely seeks out life with the tenacity of its fellow dragoons. They instead wait patiently, acting only when a set of mysterious criteria compel them to intervene. Those that seek to painlessly end their existence have been known to seek out champions of death, who gladly and painlessly grant their wishes. The areas a champion of death visits become barren landscapes. Their very presence instantly slaughters lesser creatures in a colossal area, leaving behind hordes of zombies and other undead quick to capitalize on the sudden plethora of fresh corpses.
Death is uncomplicated. The champion moves among its foes using its 10-foot reach and Antilife Shell trait to keep from provoking opportunity attacks while attacking with its Sickle. Target a frail character—like a wizard or rogue—with Death Sentence on the champion’s second turn. After that, use its legendary actions for Shadow of Death when the champion needs to maneuver or avoid an obstacle, and otherwise make as many Sickle attacks as possible. When Death Sentence recharges, use it again. Note the champion’s high Stealth. It can easily hide during combat or before battle to gain surprise, though it is unlikely to do so unless unsure of its victory.
Easier Tactics – Don’t use Death Sentence more than once and avoid using the Shadow of Death legendary action. Consider having the champion of death spend its first turn in silent observance, allowing the party to attack it while it sizes them up. Keep attacks divided amongst multiple targets, as the champion does way too much damage for most characters to survive more than a couple hits.
Harder Tactics – Use Death Sentence on the first turn and use the champion’s legendary action Aspect of Death every round to recharge the ability and use it again. Focus on characters with low Constitution scores—only once they are all dead should the champion of death engage in melee combat. Use Shadow of Death often to reposition the champion and surprise characters who think they are safely out of range.
Lair and Lair Actions
Regional Effects
A pall hangs over the area around a champion of death, and no sound echoes there. The following effects occur within 10 miles of the champion.
• Any living creature with 2 or fewer maximum Hit Dice in the area dies instantly. Humanoid creatures slain in this manner rise as zombies within 24 hours unless their bodies are destroyed or consecrated with holy water.
• The champion is aware of the exact location of every living thing within the area and living creatures cannot be hidden from the champion while within the area.
If the champion dies, these effects end immediately.
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