Flyby. The angel doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Magic Resistance. The angel has advantage on saving throws against spells and other magical effects.
Spellcasting. The champion is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): blade ward, sword burst, fire bolt
1st–3rd level (2 3rd-level slots): cause fear, hold person, misty step, scorching ray, fear, fireball
Multiattack. The angel makes two melee or ranged attacks with Ruin's Wake.
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 13 (1d6 +1d8 + 4) piercing damage, or 14 (1d8 + 1d8 + 4) piercing damage if used with two hands, plus 10 (2d8) necrotic damage.;
Immediately after it makes a ranged attack with this weapon, it flies back to it's hand.
As a reaction when you are hit by a melee attack, you can make a melee attack with Ruin’s Wake with advantage against the attacker. You can’t use this property again until you finish a short or long rest.
The champion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The champion regains spent legendary actions at the start of its turn.
Ruin's Wake (Costs 1 Action). The champion makes one attack with its spear.
Cast a Cantrip (Costs 1 Action). The champion casts one cantrip.
Cast a Spell (Costs 3 Actions). The champion expends a spell slot to cast a warlock spell.
Description
The champion is a former angelic servant of Sehanine who was entrusted with Ruin's Wake after the Calamity to keep it from the followers of the Ruiner. The champion and the spear were sealed away in a secret temple of the Moon Weaver where Gruumsh's eye would never fall on it. Over the centuries the champion's spirit has been completely subsumed by the Balor Yarrowish and now they struggle to be free and bring slaughter to Exandria once more.
Lair and Lair Actions
The Champion's Lair
The Champion radiates a field of blood, slaughter, and ruin. Any place the champion remains in for a long rest counts as it's lair.
Lair Actions
On initiative count 20 (losing initiative ties), the champion can take a lair action to cause one of the following magical effects; all effects requiring a saving throw use the champions' spell save DC. The champion can’t use an effect again until it finishes a short or long rest:
- A torrential rain of blood begins to pour over 1 mile around the lair causing pools of blood to form. Any creature not in full cover from the rain must make a Charisma saving throw, if it fails it becomes under the effect of the bane spell for 1d4 turns.
- The champion slams Ruin's Wake into the ground causing violent tremors on the ground within a 30ft radius from it. Any creature within the radius makes a Dexterity saving throw or gets knocked prone.
- Can only be used if the blood rain lair action has been used in this encounter. The champion targets a 20ft diameter area covered with blood forcing it into iron spears that pierce any creature in the area. A creature must make a dexterity saving throw or take 4d10 piercing damage.
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