Large Construct (Drow), Neutral Evil
Armor Class 19 Plate
Hit Points 203 (20d12)
Speed 50 ft.
STR
25 (+7)
DEX
15 (+2)
CON
21 (+5)
INT
12 (+1)
WIS
17 (+3)
CHA
14 (+2)
Saving Throws STR +12, DEX +7, CON +10
Skills Acrobatics +9, Athletics +13, Perception +8, Stealth +10
Damage Vulnerabilities Radiant
Damage Immunities Necrotic
Condition Immunities Blinded, Charmed, Exhaustion, Poisoned, Unconscious
Senses Blindsight 100, Passive Perception 18
Languages Undercommon
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits
 

Defy Death. The Champion have Advantage on Death Saving Throws. Moreover, when he rolls a 18–20 on a Death Saving Throw, he gain the benefit of rolling a 20 on it.

Heroic Rally. At the start of each of the Champions turns, he regain 10 Hit Points if he  has at least 1 Hit Point.

Superior Critical. The Champion attacks crit on a 18-20.

Action Surge (Recharge 6). The Champion takes additional Action. 

Dark Nights Calling. Within one Mile around the Champion of the Dark Night, the Sky becomes Dark like in the middle of the Night and all non magical bright Light becomes dim light. While the Champion is in dim Light or Darkness, he has Resistance to all Damaged exempted Radiend, Psychic and Fire damaged.

Actions

Multiattack. The Champion makes four Glave attacks or makes one Kick attacks and uses his Nights Stomp or Nights Roar.

Glave. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 8) slashing damage. 

Nights Roar. All creatures in a 30ft. radius around The Champion must make a DC 17 Wisdom saving throw or become Deafened and Frightened.

Nights Stomp. All creatures in a 20ft. radius around The Champion without Flying, must make a DC 15 Strength saving or take 4d8 Force damaged and are kocked Pron. On a success you only take half damage and pushed back 5ft. 

Kick. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8 +7) bludgeoning damage.  

Bonus Actions

Invisibility. The Champion casts Invisibility on itself, requiring no spell components and using Wisdom as the spellcasting ability.

Reactions

Eyes of horror. When a creature with in 100ft. cast a Spell, The Champion counters it and the Spell slot is Lost. 

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 dragon regains spent legendary actions at the start of its turn.

Jumping Kick. The Champion moves halve his Movement without provoking any Opportunity Attack and when possible makes a Kick attack. 

Glave. The Champion make a Glaive attack.

Nights Expansion (Cost 2). All creatures in a 60ft. radius around the Champion must make a DC 19 Wisdom saving throw or become Blinded for a Turn.

 

 

Description

 

 

Monster Tags: construct

Uekaranoshi

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