Medium Undead (Half-Elf), Neutral Good
Armor Class 20 (Improved Half-Plate)
Hit Points 191 (18d10 + 72)
Speed 40 ft.
STR
27 (+8)
DEX
14 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +14, CON +8, WIS +8, CHA +9
Skills Acrobatics +8, Athletics +20, Insight +8, Perception +8, Persuasion +15
Damage Resistances Necrotic, Psychic
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 17
Languages Celestial, Common, Dwarvish, Elvish, Primordial Ignan
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Regeneration. The Champion Vessel regains 20 hit points at the start of its turn. If the revenant takes radiant damage, this trait doesn’t function at the start of the Champion Vessel’s next turn. The Champion Vessel’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.

Rejuvenation. When the Champion Vessel’s body is destroyed, its soul lingers. After 24 hours, a body reforms on the same plane of existence and regains all its hit points. The soul cannot be forced to give up its quarry unless so ordered by the deity it serves or another being of equal strength imposes their will. 

Turn Immunity. The Champion Vessel is immune to effects that turn undead.

Hound of God. The Champion Vessel knows the distance to and direction of any creature which it seeks, even if the creature and the Champion Vessel are on different planes of existence. If the creature being tracked by the Champion Vessel dies, the Champion Vessel knows.

Actions

Multiattack. The Champion Vessel makes three Black Blade attacks or makes one Black Blade attack and uses its Hunter's Quarry.

Black Blade. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (2d10 + 11) slashing damage. If the target is a creature against which the Champion Vessel has sworn to hunt, the target takes an extra 20 (6d6) radiant damage. Instead of dealing damage, the Champion Vessel can grapple the target (escape DC 22) provided the target is Large or smaller.

Hunter's Quarry. The Champion Vessel targets one creature it can see within 30 feet of it and against which it has sworn to hunt. The target must make a DC 16 Wisdom saving throw. On a failure, the target is paralyzed until the Champion Vessel deals damage to it, or until the end of the Champion Vessel’s next turn. When the paralysis ends, the target is frightened of the Champion Vessel for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the Champion Vessel, ending the frightened condition on itself on a success.

Reactions

Undying Devotion. When a creature the Champion Vessel recognizes from its past life takes damage from an attack or the Disintegrate spell, it may use a reaction to instantly transport to where the creature is and take the damage in the creature's place. Alternatively, the Champion Vessel may take all damage from a multiattack or single target spell (other than Disintegrate). However after doing so, roll a d20. On a 1-9, the Champion Vessel is struck by the memories of its past and death and becomes stunned until the end of its next turn. On a 10-20, nothing happens.

Habitat: ArcticDesertForestHillSwampUrban

Fenjamin

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