Stalchampion (5e Creature)

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Huge undead, chaotic evil

Armor Class 14 (hide)
Hit Points 105 (10d12 + 40)
Speed 40 ft.

23 (+6) 15 (+2) 18 (+4) 7 (-2) 12 (+1) 14 (+2)

Saving Throws Str +10, Dex +6
Skills Acrobatics +6, Athletics +10, Intimidation +6
Damage Vulnerabilities thunder
Damage Resistances cold, fire, lightning
Damage Immunities poison, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Stal, plus one language it knew in life
Challenge 9 (5,000 XP)

Brute. A melee weapon deals one extra die of its damage when the stalchampion hits with it (included in the attack).

Standing Leap. The stalchampion's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

Weak Point. Only the spherical violet core in the stalchampion's ribcage is vulnerable to conventional attacks. An attack which specifically targets this core ignores the stalchampion's immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. Any attack roll made as a called shot, such as against this weak point, is normally made with disadvantage. This weak point cannot be hit at all by a melee weapon attack with a reach of 5 feet or less, unless the stalchampion is incapacitated.


Multiattack. The stalchampion makes two attacks.

Morningstar. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.

Bone Throw. Ranged Weapon Attack: +10 to hit, range 40/120 ft., one target. Hit: 10 (3d4 + 3) bludgeoning damage.

Regenerate. The stalchampion recovers 10 (2d8 + 1) hit points.

Thunderous Slam (Recharge 5-6). The stalchampion leaps high into the air and slams its weapon into the ground, causing thunderous energy to erupt from around it in every direction. Every Medium or smaller creature within 30 feet of the stalchampion must make a DC 18 Dexterity saving throw. On a failed save, a target takes 33 (6d8 + 6) thunder damage, is pushed 10 feet away from the stalchampion, and is knocked prone. On a successful save, the target takes half damage with no other effects.


Leaping Dodge. The stalchampion adds 4 to its AC against one melee attack that would hit it if it can see the attacker. If this causes the attack to miss when it otherwise would have hit, the stalchampion can jump up to 20 feet directly away from the attacker as part of this reaction.


See Stal (5e Creature).

Unlike a typical stalfos, a stalchampion is of exceptionally great size, and wields a huge morningstar in place of one its hands. Abnormally for a stal-creature, it lacks any form of weakness to sunlight. There is no existing humanoid race matching this monster's proportions, suggesting its bones either belonged to a now-extinct creature, or it is the foul animation of several unrelated creatures' bones.

Perhaps due to its size and strength and its lack of weakness to sunlight, a stalchampion has in its ribcage a bright red sphere which seems to provide it with the energy it needs to live. This portion of its body seems to be the only one vulnerable to conventional attacks.

Undead Nature. A stalchampion doesn't require air, food, drink, or sleep.

See also[edit]

  • Stalfos, a more mundane, Medium-sized animated humanoid skeleton
  • Stalfos Knight, a Medium-sized stalfos with a remarkable amount of martial skill
  • Stalmaster, a four-armed stalfos warrior capable of even more ferocious attacks

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