Armor Class 20 Magic
Hit Points 109 (20d10 + 40)
Speed 30 ft., Fly 60 ft.
STR
14 (+2)
DEX
18 (+4)
CON
12 (+1)
INT
14 (+2)
WIS
14 (+2)
CHA
18 (+4)
Damage Resistances Necrotic, Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 60, Passive Perception 26
Languages Abyssal, Celestial, Common, Druidic, Elvish, Thieves' Cant
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Aura of Protection. While the Champion is conscious, he and friendly creatures within 10 feet of him have a +3 bonus to saving throws..

Evasion. If the Champion is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Fate-Touched (4/Day). When the Champion makes an attack roll, ability check, or saving throw, he can reroll the d20 and use either roll. Alternatively, when a creature the Champion can see makes an attack roll against him, or a saving throw against one of his spells or features, he can force that creature to reroll the attack or save and use the new roll.

Innate Spellcasting. The Champion’s innate spellcasting ability is Charisma +10; to hit with spell attacks, (save DC 18). He can innately cast the following spells, requiring no material components:

At will: bane, bless, druidcraft

1/day: greater invisibility

Shadow Smite (1/Turn). The Champion deals an extra 18 (6d6) radiant; or necrotic; damage (his choice) when he hits a target with a weapon attack and he doesn’t have disadvantage on the attack roll.

Unerring Sight. The Champion’s ranged weapon attacks ignore half cover and three-quarters cover and have no range penalty.

Actions

Multiattack. The Champion makes three attacks with Echo.

Echo. Melee or Ranged Weapon Attack:+8; to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (1d6 + 8); piercing damage plus 4(1d8); psychic damage. On a critical hit, the target must succeed on a DC 18 Wisdom saving throw or be frightened of the Champion for 1 minute. On a ranged attack, the Champion can teleport with it appearing within 5 feet of the target on a hit, or in a random space within 30 feet of the target on a miss.

Marked for Death: As an Action The Champion can mark a creature he can see within 30 feet of him for death. All attacks against the creature have advantage until the end of his next turn, additionally while his Mortality Shroud is active a creature marked for death gains vulnerability to the first attack against it after being marked

Ebb and Flow(Recharges after a Short or Long Rest). The Champion touches a creature within 5 feet of him, and chooses to either heal or harm that creature, restoring 55 necrotic damage. If the creature is an unwilling target, it can avoid either effect with a successful DC 20 Dexterity saving throw.

Bonus Actions

Cunning Action. The Champion takes the Dash, Disengage, or Hide action.

Mortality Shroud: The Champion's connection to the Raven Queen allows him to manifest a portion of her dreadful power. As a bonus action he can transform for 1 minute. While transformed he gains the following benefits: Creatures who touch him or hit him with a melee attack take (6) 1d8 necrotic damage, and creatures of his choice cannot regain hit points within 10 feet of him. Once he use this feature he can't use it again until he finishes a short or long rest. 

 Manifest Echo. The Champion can use a bonus action to magically manifest an echo of the Matron herself in an unoccupied space he can see within 15 ft. of himself. The echo lasts until it is destroyed, he dismisses it as a bonus action, he manifests another echo, or until he is incapacitated. The echo has AC 18, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your bonus for the roll. It is your size, and occupies its space. If your echo is ever more than 30 ft. from you at the end of your turn, it is destroyed.

He can use the echo in the following ways:

- He can mentally command the echo to move up to 30 ft. in any direction (no action required)

- As a bonus action He can teleport, magically swapping places with his echo at a cost of 15 ft. of his movement, regardless of the distance between the two of them.

- When he take the Attack action, any attack he makes can originate from his or the echo's space. he makes this choice with each attack.

- When a creature he can see within 5 ft. of the echo moves at least 5 ft. away from it, he can use his reaction to make an opportunity attack as if he were in the echo's space.

Reactions

Uncanny Dodge. The Champion halves the damage that he takes from an attack that hits him. He must be able to see the attacker.

Not Their Time: As a reaction when the Champion or a creature he can see within 30 feet is dealt damage he can give them resistance to the damage dealt. Additionally while his Mortality Shroud is active if the damage was dealt from a critical hit he can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

Monster Tags: Vox Machina

BrokenMythos

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