Blood Sacrament. The champion has advantage on attack rolls against any creature that doesn't have all its hit points, and deals an extra 6 (1d12) damage to any creature it hits that doesn't have all its hit points.
Multiattack. The champion makes three melee attacks. Alternatively, it can make two exsanguinate attacks.
Halberd. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be pushed back 10 feet and knocked prone.
Exsanguinate. Ranged Spell Attack: +9 to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d6 + 3) poison damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the champion can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the champion. A creature can benefit from only one Leadership die at a time. This effect ends if the champion is incapacitated.
Parry. The champion adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.
Description
Champions are Antillian nobility, trained from birth in the arts of politics, battlefield command, and martial prowess. Most of them want to be seen coming, burning incense and singing hymns as they approach the battlefield, only to transform into armored titans of combat once the fighting breaks out.
COMBAT TIPS!:
-Champions will always start by activating Leadership, and will be sure to make themselves heard at every opportunity, aggrandizing themselves while insulting their foes.
-If multiple enemies close to melee range against a champion they will attempt to use shield bash to knock one or more of them back, preferring to fight only a single target a time with their halberd.
-Champions will deliberately try and make themselves the centers of attention, relying on their parry ability and heavy armor to deflect most attacks and deliberately draw fire onto themselves. They are vulnerable to AoE spells however, and will usually delegate a subordinate to kill any spellcasters they come across.
Sample Encounters:
4x Vampiric Conquistadors (Medium level 3 encounter)
4x Vampiric Conquistadors, 2x Vampiric Inquisitors (Medium level 5 encounter)
6x Vampiric Conquistadors, 2x Vampiric Inquisitors, 1x Vampiric Deacon (Medium level 11 encounter)
6x Vampiric Conquistadors, 2x Vampiric Inquisitors, 1x Vampiric Deacons, 1x Vampiric Champion (Hard level 11 encounter)
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