The Carnival Champion can make two attacks per turn.
Fairy Sword Melee Attack. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage + 3 (1d6) fire damage. (if only 3 players, 1d8 + 5 slashing, 1d4 fire).
Fairy Flare Ranged Attack. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 9 (2d6 + 3) fire damage. (if only 3 players, 2d4 + 3 fire)
Applause Absorption. The Champion encourages the audience to applaud, and absorbs the energy. Use a bonus action to regain 2d12 + 8 hit points. Can only use twice per long rest.
The Champion can take 2 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.
(if only 3 players, only has 1 legendary action.)
Move. Can move up to half of its movement speed.
Fairy Flare Attack. Can make one fairy flare attack.
Fairy Sword Attack. Can make one fairy sword attack.
Description
A tall, imposing figure that stands in the middle of the arena with a large sword. It's hard to tell what is under the armor, but it's clearly a strong fighter. Their armor is covered in engravings and gold filigree over the silver steel. When they start to fight, fairy lights start to float around them and they land on the sword.
Lair and Lair Actions
The Champion's Lair is the Big Top Tent in the Dreamland Carnival, specifically the central place. They specifically have the central sandy arena as their lair, but can use the effects around them as well if they wish.
Lair Actions
On initiative count 20 (losing initiative ties), the Champion takes a lair action to cause one of the following effects; the Champion can’t use the same effect two rounds in a row:
- A cloud of the sand from the arena is blown around in a 30ft circle around the Champion. Each creature inside the circle must succeed on a DC15 Constitution saving throw or be blinded for 1 round.
- The Champion amplifies the sound of the crowd around them. Each creature in the arena aside from the Champion must make a DC15 Constitution saving throw, taking 2d4 thunder damage on a failed save and be deafened for one round, or half that on a success.
- The Champion causes all the torches around the arena to flare out towards the arena. Any creature within 10 feet of a torch must make a DC15 Dexterity saving throw, taking 2d4 fire damage on a failed save, or half that on a success.
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