AW | Grim Rider
24 str (+7), 20 dex (+5), 20 con (+5), 18 int (+4), 22 wis (+6), 24 cha (+7)
Saves - WIS +10, CHA +11
Undead, Ghost
Immune to Grapple, Exhaustion, Poison/Disease, Cold, Polymorph, Charm (DIvine Inheritance)
Resist Physical, Lightning
40ft movement, free movement, ignores difficult terrain and walls. Cannot attack from within objects (Transitions between corporeal and otherwise to attack).
Legendary Action - 2/round - Move 30ft, Attempt Save, Ability
Legendary Saves - 4/day
Lair Initiative - 20 if the Grim Rider is <20, or 0 if the Grim Rider is >20. This is to split Projectile phase.
Attacks -
Multiattack - The Grim Rider makes a Scythe Attack (Bonus), and a spear-based attack or uses an ability.
Heavy Thrust - Spear attack. Units up to 10ft in target direction make DC 17 DEX save (avoid) vs 8d6+5 Piercing, and up to 30ft DC 18 CON save vs 8d6 Maximum Health Damage (Necrotic).
> (Human) - Deals 8d6+5 Necrotic damage instead.
Longinus - 2 round cd - Charge attack. The unit charges in a 90ft line, attacking all units in its path with Longinus. All units make a DC 18 DEX save (avoid) or suffer 14d6+5 Piercing damage, and make a DC 18 CON save vs 12d6 Maximum Health damage (Necrotic). This can be used if the unit has at least 20ft of movement left, but it teleports the unit 20ft forward to begin the charge.
Longinus (Phantom) - Launches a Phantom Spear. At the start of the Grim Rider's following turns, the Phantom Spear advances 40ft. Contact with the spear provokes a DC 18 CON save (Half) vs 18d6 Necrotic damage. When the Phantom Spear impacts a solid object, it explodes, creating a cloud that lasts until the dawn of the next day. The cloud shares the same save properties. The cloud can only be destroyed by consecrating the ground it occupies, it is not a magical effect but a domain/lair effect.
Grim Scythe - BONUS - 15ft horizontal cleave. Units make a Death Save. Death Saves made in this manner reset at the dawn of the next day. Upon 3 failures, the afflicted unit dies.
Grim Scythe Slash - BONUS - Units in 15ft horizontal cleave and tiles behind make DC 16 DEX save (avoid) vs 13d4 Necrotic damage. Failure by 6 or more knocks unit prone.
Abilities -
Blight - Curses 1d4 patches of consecrated ground. While units stand on it, they cannot receive Healing effects, and constitute as Poisoned.
Blight - Abyssal Call - Creatures standing on Blight make a DC 18 Strength save against Restrain and 5d6 Necrotic damage (Half) by phantom hands. Escape DC 18.
Phantom Bolt - 120ft +9 to hit. Deals 4d6+7 Necrotic damage. Infuses a unit with necrotic energy. As a bonus action, this attack can be launched from infused units on the Rider's following turns. Lasts 1 minute or until the unit is doused in consecrated water or dispelled. While infused, a unit constitues as Exhausted by 1 stack per infusion.
Phantom Call - Units that can Hear the Grim Rider in 90ft make a DC 17 WIS save vs Necrotic Vulnerability for 1 hour. For units already vulnerable, they make the save against 1 stack of Exhaustion.
Scales of Death - Creatures whom have currently failed 1 death save within 600ft make a DC 18 CHA save vs Stun until the end of their next turn.
Lair -
PROJECTILE ADVANCE - Projectiles advance on Lair Initiative.
Grim Growth - Spawn up to 3 Grim Bush on applicable Desecrated Terrain. These bushes require a Tumble action vs +6 or inflict 7d6 Slashing damage and Knock to Prone if a unit wants to pass them.