Charge Escape. The champion can take the [action] to charge away from danger or the encounter. The champion can choose to charge through an enemy and deal 1d6 + 2 Bludgeoning damage.
Orange Peel. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage.
Blood Spit. Ranged Attack: -2 to hit, range 15 ft., one target. The creature that is spat on skips it's turn and gains +1 Blood Orange Corruption. Armor blocks this attack entirely.
Charge. Melee Attack. +5 to hit, reach 25 ft. cone multiple targets. Hit: 8 (2d4 + 4) Bludgeoning damage.
Description
Blood gremlins are medium, corrupted creatures that are cursed to follow the god of Blood Orange's will. They tend to hold to Blood Gremlin groups as alphas, there are usually not more than two Champion Blood Gremlins in one gremlin pack.
Champion Blood Gremlins are created from normal Blood Gremlins by Blood Demons and Blood Originators or members of the Blood Orange religion with the rank of Blood Priest or higher
Previous Versions
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3/11/2021 2:24:59 PM
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0
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0
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5e
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Coming Soon
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