Tough: Constitution and strength checks with advantage
Tempered: Damage against champion passively reduced by 2d8 (does not work on psychic or necrotic damage)
Guided by the gods: cannot be charmed or frightened
Desperate: When not at 75% HP, pass ALL checks with advantage
Entry champion deals 3 two-handed ax attacks
Axe: +10 chance to hit, 5 ft., one target, 15 damage (2d8+5)
Prayers to the Old Gods: The champion can spend a turn calling on his gods and gaining their power, for the next 2 turns all stats will increase by 6 and he will also gain 2d10 temporary hit points (cannot pray in rage)
Chosen One: has 3 points of divine power, he can spend them on
- Gaining advantage when throwing
- Inflicting a shortage on the opponent's throw (radius 30 ft.)
- Re-roll your damage dice
- Roll 20 on a death save and return to combat with 20% hp
- Cancel spell level 3 or lower
- remove all negative effects
Rage: The champion's rage is the same as the fanatic's path rage at level 12
Chosen champion can counterattack or impede one enemy action on their next turn.
.
.
Description
A tall and strong man clad in special scaly armor decorated with runes and religious symbols glorifying the ancient gods who patronize him.
Lair and Lair Actions
Comments