Blood Frenzy. The champion has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The champion can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Deepspeach Telepathy. The champion can magically command any creatures of the deep within 120 feet of it, using a limited telepathy.
Steel Halo of the fathomless. Each champions helmet is fitted with a steel halo corupted with the essence of the fathomless. Blessing the champion with advantage on saving throw against spell saves and gains resistance to force dmg.
Mist hunters. Champions of the fathomless are natural hunters amoungst the mists of shadowfell when encompased by the mist they gain advantage on all attack rolls.
Multiattack. The champion makes three attacks with its sword, or two attacks with its writhing tendrils
Longsword of the deep. MeleeWeapon Attack: +6 to hit, reach 5 ft. one target. Hit: 6 (1d8 + 3) Slashing damage, or 7 (1d8 + 3)
Writhing tendrils. Ranged melee Weapon Attack: +5 to hit, reach 30 ft., one target. Hit: 6 (2d6 + 2) Bludgeoning damage. Hit target must make DEX save DC 15 or be knocked prone and take 1d4 necrotic dmg that can't be healed until a long rest.
Aura of the mist. (Recharge 6) The champion inflicts pain amongst its self 1d4 dmg using its ichor blood to envelop a 15ft cube centered on itself in mists of the shadowfell.
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