Blind obedience. The Champion has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Legendary Resistance (3/Day). If the champion fails a saving throw, it can choose to succeed instead.
Multiattack. The Champion makes two Hook attacks.
Hook. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.
The Champion can take 3 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.
Wind Up. The Champion begins winding up for a huge slam attack with it's hammer. If the champion moves after taking the wind up action. It must take another wind up action before using the slam attack.
Slam Attack( After Wind Up action and before the champions next turn ). The Champion makes one slam attack, all creatures in a 15 feet cube in front of the champion must make a DC 16 Dex saving throw. On a failed save take 25 (5d10) or half on a successful save.
Move. The Champion can use his movement speed.
Description
The Champion of Torog is a creature that has sustained much punishment at the hands of his master, he is now a shell of his older self. His body has been ripped and torn appart and has been sticked back together and is granted life by his master. He has no face and is controlled through his master. His hands have been replaced with a hook and a giant hammer. The hammer is so large and heavey that the champion drags it behind it while it walks and needs to ready and hook on the hammer with it's other hand before it can slam the hammer into it's enemies, doing a devastating amount of damage.
Comments