"...The Champion worried her. He had to be at least forty, but he carried the massive war axe as if it was a toy. Old scars patterned a hard, unyielding face, and his constant slight smile wasn't reflected in the cold, dark eyes."
- From Blue Moon Rising, by Simon R. Green. A Champion isn't just a warrior, they're an unstoppable force. Combining rigorous training with physical excellence and decades of experiences, they are proud and dependable guardians and impressive foes. One Champion and a half-dozen Knights to reinforce them can be enough to see off a whole battalion of enemies. Clad in the finest and heaviest of armours, a champion rarely strays from the side of their ward. CHAMPION Medium humanoid (any race), any alignment (usually Lawful) Armour Class 22 (juggernaut plate) Hit Points 135 (18d8 + 54) Speed 20ft. Str 20 (+5); Dex 16 (+3); Con 17 (+3); Int 11 (+0); Wis 10 (+0); Cha 9 (-1) Proficiency bonus +4 Saving Throws Str +9, Dex +3 (disadvantage), Con +7 Skills Athletics +9, Intimidate +7 Senses tremorsense 5ft., passive Perception 10 Languages Common Challenge 10 (5,900 XP) Brute. A melee weapon deals two extra dice of its damage when the champion hits with it (included in the statistics below). In addition, the champion doubles its proficiency bonus for Intimidate checks. Fearless. The champion has advantage on saving throws against effects that would make them charmed or frightened. Immovable Force. A champion has advantage on saving throws against any effect that would move them from their space, or make them grappled, prone, or restrained. Superior Critical. A champion's weapon attacks score a critical hit on a roll of 18 - 20. ACTIONS Multiattack. The champion makes three greatsword attacks and a slam attack. Greatsword. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 19 (4d6 + 5) slashing damage. Slam. Melee Weapon Attack: +9 to hit, reach 5ft, one target. Hit: 6 bludgeoning damage, and if the target is Medium or smaller, it must succeed on a DC 17 Strength saving throw or be knocked prone. Heavy crossbow. Ranged Weapon Attack: +7 to hit, range 100/400ft., one target. Hit: 8 (1d10 +3) piercing damage. REACTIONS Parry. The champion adds 3 to its AC or to that of a friendly creature within 5 feet against one melee attack that would hit it. To do so, the champion must see the attacker and be wielding a melee weapon. Also posted on Game Masters Stash on 4 January 2022. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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