Medium Humanoid (Goblinoid), Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR
15 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
16 (+3)
Skills Persuasion +5, Religion +5, Stealth +6
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Goblin Starts knowing Goblin, but will easily learn any enlightened language that is conversed in.
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Spellcasting. The champion is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:

  • Cantrips (at will): acid splash, blade ward, light, mending, mold earth

  • 1st level (4 slots): earth tremor, expeditious retreat, shield

  • 2nd level (3 slots): shatter, calm emotions

  • 3rd level (2 slots): slow

Actions
Multiattack. The priest makes two melee attacks.

Fist of Judgement. Unarmed Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) radiant damage.

Reactions

Unyielding. When the priest is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.

Description

Champions of Meridiar are goblinoids that have been uplifted by the deity Meridiar. Exemplifying the ideals of the deity, they were chosen to undergo a metamorphosis and carry out Meridiar's will in the world.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

ItsEricAgain

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