Medium Humanoid, Neutral Good
Armor Class 22 dreadplate
Hit Points 420 (12d12)
Speed
STR
26 (+8)
DEX
18 (+4)
CON
24 (+7)
INT
24 (+7)
WIS
18 (+4)
CHA
20 (+5)
Senses Passive Perception 17
Languages --
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]

Actions

Multiattack

The Champion makes four attacks.

Greatsword of Dread

Melee Weapon Attack: +14 to hit, reach 5 ft. Hit: 20 (2d12 + 13) slashing + 18 (4d8) psychic dread damage. On a critical hit, the target must succeed on a DC 20 Wisdom save or become frightened for 1 minute.

Dread Shockwave (Recharge 5–6)

The Champion slams his blade into the ground, releasing a 30‑ft radius shockwave. Creatures must make a DC 20 Strength save or take:

  • 45 (10d8) force damage

  • Be knocked prone

  • Become frightened until the end of their next turn

On a success, they take half damage and aren’t frightened.

This is your “Silver cracks the ground with a casual swing” moment.

Bonus Actions

Second Wind (Mythic)

Regains 80 HP.

Dread Focus

For 1 minute, the Champion gains:

  • Advantage on all attacks

  • +10 movement

  • Immunity to fear saves (he auto-succeeds)

Reactions

Dread Presence (Aura, 60 ft.)

Creatures that start their turn in the aura must make a DC 20 Wisdom save or become frightened until the end of their next turn. While frightened by this aura:

  • Their speed is halved

  • They have disadvantage on attacks

  • They cannot willingly move closer to the Champion

  • If they fail by 5 or more, they drop whatever they’re holding-

  • ------------------------------------------
  • Dread Counter 

    When a creature hits the Champion, he immediately makes a greatsword attack against that creature.

Legendary Actions

Legendary Reputation

Any creature that has heard of the Champion has disadvantage on its first attack roll against him.

Mythic Actions

When the Champion reduces a creature to 0 HP, every enemy within 60 ft. must make a DC 20 Wisdom save or become paralyzed with fear for 1 round.

This is the “one strike silences the battlefield” moment.

 ----------------------------------------------------------------------------------------------------------

MYTHIC PHASE (When reduced to half HP)

The Champion becomes a walking calamity:

  • Speed becomes 70 ft.

  • Gains resistance to all damage

  • Greatsword deals +20 extra psychic dread damage

  • Aura of Dread expands to 100 ft.

  • Legendary actions increase to 5 per round

  • All fear DCs increase to 22

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

kinginf4no

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