Medium Humanoid, Lawful Evil
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +9, CON +6
Skills Athletics +9, Intimidation +5, Perception +6
Senses Truesight, Passive Perception 16
Languages Common, Infernal any one language (usually Common)
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Indomitable (2/Day). The champion rerolls a failed saving throw.

Dark One’s Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur.

Actions

Multiattack. The champion makes three Scimitar attacks.

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 14 (4d6) fire damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.

Hellfire. Green flame explodes in a 10-foot-radius sphere centered on a point within 120 feet of the warlock. Each creature in that area must make a DC 15 Dexterity saving throw, taking 16 (3d10) fire damage and 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. 

Bonus Actions

Second Wind (Recharges after a Short or Long Rest). The champion regains 20 hit points.

Reactions

Hellish Rebuke (3/Day). In response to being damaged by a visible creature within 60 feet of it, the warlock forces that creature to make a DC 15 Constitution saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Description

Champions of the Fiend are mighty warriors dedicated to their fiendish patrons, whether by choice or force. To soldiers and other people who fight for a living, these fighting warlocks are as influential as nobles, or as infamous as devil-worshipers. 

A typical champion bears a coat of arms, heraldry that is associated with the champion far and wide. You may create a coat of arms for a champion or roll on the Champion’s Coats of Arms table to determine it. A fiendish theme is expected for this kind of Champion. 

Champion’s Coats of Arms

d12 Coat of Arms
1 Three lit candles on a purple field
2 Sea serpent coiled around a trident on a blue field
3 Hunting horn banded in gold on a gray field
4 Raised fist grasping an anchor on a quartered field of blue and white
5 Turtle with crenelated tower on its shell on a white field
6 Dragon skull supported on either side by dragon wings on a red field
7 Yellow chicken foot on a black field
8 Lightning bolt splitting a galley in two on a blue field
9 Two crouching displacer beasts facing each other on a yellow field
10 Knotted brambles on a green field
11 Red owlbear with a silver crown on a checkered field of black and white
12 Black anvil cracked down the middle on an orange field

Habitat: DesertUrban

aMagicFinger

Comments

Posts Quoted:
Reply
Clear All Quotes