Will of the Champions. Upon reaching 0hp, this creature will expend all of its power to keep fighting.
In this state, the creature has the following effects:
- Immunity to all damage and conditions
- Criticals occur on an attack roll of 15 or above
- On a critical, all damage dice are maxed
- All creatures medium-sized or smaller within 15ft must succeed a DC16 Str save or be pushed back 10ft
After 1d6+2 turns, the creature collapses in on itself, leaving a Sea Stone in its place.
Multiattack. Spear Swarm attacks 4 times, and Warrior's Strike attacks twice. Only one may be used per action.
Warrior's Strike. Melee Weapon Attack: +8 to hit, reach 15 ft., 1 target. Hit: 2d10 piercing damage.
Spear Swarm. RangedWeapon Attack: +6 to hit, range 100 ft., 1 target. Hit: 1d6 cold damage, 1d6 piercing damage.
Shotlock. Locking on to one target within sight, all ranged attacks against the target have advantage.
However, all attacks must focus the target.
The target can be switched as a bonus action.
Spear of Justice (Costs 4 Actions). Summon a spear of blazing light to strike an area that you can see. Any creature within 10ft of the struck area must make a DC14 Dex save. On a failure, they take 2d10 radiant damage and are knocked prone. On a success, they take half damage and are not knocked prone.
Engarde! (Costs 4 Actions). The creature targeted by Shotlock has all movement speed reduced to 0 for 2 rounds, and an indestructible phantasmal shield appears 5ft in front of them and shields the direction they look.
While under this effect, all attack rolls against this creature are turned into DC14 Dex saves. On a success, the attack is blocked and has no effect. On a failure, the attack is not blocked and is considered a critical hit.
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