Walk on the wind. The champion, if there is any wind, can use his movement to move upwards, stepping in the air. If he stops moving, he falls down to the ground.
Multiattack. The champion makes two hammer attacks.
Hammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16(2d8 + 7) bludgeoning damage.
Lightning Strike (Recharge 5-6). The champion imbues his whole body with lightning, and makes one hammer attack with advantage. If the attack hits, it deals an extra 18 (4d8) lightning damage, and the target must succeed on a DC 14 Constitution saving throw or be paralyzed until the end of the champion’s next turn.
Hammer Bang (Recharge 6). The champion produces a pocket of concentrated air on a nearby metal object (can be his armor). If he puts it on an enemy, he must succeed a hammer attack to hit the pocket, also doing normal damage if it hits. Hitting the pocket produces a loud bang, dealing 28 (8d6) thunder damage to all creatures other than the champion in a 10 ft sphere. The champion makes a DC 14 strength saving throw to keep his hammer, if he fails he is disarmed (1 hammer).
Parry. The champion adds 3 to its AC against one melee attack that would hit it. To do so, the champion must see the attacker and be wielding a melee weapon.
Description
This humanoid is an elite fighter working for the master of the plane of air, and has been given some powers by him. He fights with two steel hammers, and has a shield strapped to his back.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/25/2019 12:21:32 PM
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106
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1
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Coming Soon
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