Medium Humanoid, Any Alignment
Armor Class 20 Breast Plate +2; Shield
Hit Points 58 (6d10)
Speed 30 ft., Fly 30 ft.
STR
18 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
11 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +7, CON +6
Skills Athletics +7, History +3, Intimidation +3, Persuasion +3
Damage Resistances Fire
Senses Passive Perception 10
Languages Common, Infernal Common, Infernal
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits
 Proficiencies: Athletics, History.
 
Fighting Style: You adopt a fighting style specialty. Defense: While you are wearing armor, you gain a +1 bonus to AC.
 
Second Wind: Once per short rest, you can use a bonus action to regain 1d10 + 6 HP.
 
Action Surge: one use per short rest. You can take one additional action on your turn. This can be used 1 times per short rest.
 
Martial Archetype: Champion.
 
Improved Critical: Your weapon attacks score a critical hit on a roll of 19 or 20.
 
Martial Versatility:  Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice. Replace a fighting style you know with another fighting style available to fighters. If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
 
Extra Attack: You can attack twice whenever you take the Attack action on your turn.
 
RACIAL TRAITS
 
Darkvision :You can see in darkness (shades of gray) up to 60 ft.
 
Hellish Resistance: You have resistance to fire damage.
 
Variant Tiefling :Winged. You have bat-like wings and a flying speed of 30 feet.
Actions

Multiattack: Borrus will attack twice with his longsword.

Gem of Brightness: This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

  • The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
  • The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • The third command word expends 5 charges and causes the gem to flare with blinding light in a 30- foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.

When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

Bonus Actions

Second Wind: Once per short rest, you can use a bonus action to regain 1d10 + 6 HP.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Shadowmed93

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