Multiattack. The Champion makes a spear attack and a shield attack.
Fireshield. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage.
Spear. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 8) piercing damage.
Shield Charge. The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature’s space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a DC 21 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6 + 8) bludgeoning damage, or 29 (6d6 + 8) bludgeoning damage if it was already prone.
Defensive Formation - As a bonus action, take a defensive position. Add 2 to the Champion's AC, but his speed drops to 0.
Combustion. When an attack misses against the Champion and the attacker is within 5 feet, make an attack with the shield. If the attack misses by more than 5, the attacker is also launched 10 feet away in the direction they came.
Combustion. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Crowd takes a lair action to cause one of the following effects; the Champion can’t use the same effect two rounds in a row:
- Hidden Bombs - The Crowd detonates bombs hidden under the sand. Each creature in the arena must make a DC 15 Dexterity saving throw, taking 16 (4d6) fire damage on a failed save, or half as much damage on a successful one. A heavy dust will fall over the arena for one turn, and vision is reduced to 10 feet for one turn.
- Crowd Boredom - The Crowd grows bored with the lack of action and starts throwing acid balls all over the arena. Each creature in the arena must make a DC 15 Dexterity saving throw, taking 16 (4d6) acid damage on a failed save, or half as much on a successful one. Pools of acid will occupy some of the arena for one turn, and any creature who ends their turn in a pool takes 2d4 acid damage.
- Crowd Excitement - The crowd is amped at the action in the arena. The devils occupying the stands will throw 2d4 weapons into the arena, the type of weapon will be chosen by the DM.
- Scaffold Fall - The Scaffold holding up the middle of the arena falls, and plummets a floor down. Any creature standing in a 15 ft. radius circle in the center of the arena must make a DC 15 Dexterity saving throw or take 1d6 bludgeoning damage and fall prone as the floor caves in.
- Animal Fighter - Roll a d6 to determine which creature comes out of the arena. It is allied to no one.
- 1 - Lion
- 2 - Bear
- 3 - Giant Scorpion
- 4 - Rhino
- 5 - Sabertooth Tiger
- 6 - Swarm of Ravens (ACTIVATE THE RAVEN QUEEN)
- Change of Scenery - Roll a d6 to determine which landscape the arena mechanically changes to. All creatures in arena must make a DC 15 Dexterity saving throw or take 2d6 bludgeoning damage as the terrain hits them.
- 1 - Natural - A dirt arena. Nothing special.
- 2 - Island - 5 Islands in an X formation grow 15 ft. out of the ground as the area surrounding them fills with muddy water.
- 3 - Mountain - A 30 ft. tall by 50 ft. wide mound of stone and dirt is forced out of the ground. Walking on this mountain is difficult terrain, and you have disadvantage on attack rolls if your opponent has the high ground.
- 4 - Valley - A 30 ft. deep by 50 ft. wide V shaped valley is dug into the ground. Walking on the declines of the valley is difficult terrain, and any time a creature is knocked prone in the valley, it falls all the way down to the bottom.
- 5 - Town - 4 buildings of various sizes rise out of the ground, serving as cover and grouping.
- 6 - Artificial Atmosphere - The Atmosphere Sphere around the arena changes, roll a d4 to determine which effect takes place.
- Night - Darkness surrounds the arena. Treat this as natural darkness.
- Day - The sun rises above, and light fills the arena.
- Heat - Sweltering heat fills the arena, and each creature must make a DC 13 Constitution saving throw, or take 1d6 fire damage. If the save is failed by 5 or more, the target also gains a level of exhaustion.
- Cold - Freezing air fills the arena, and each creature must make a DC 13 Constitution saving throw, or take 1d6 cold damage. If the save is failed by 5 or more, the target also gains a level of exhaustion.
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