Reckless. At the start of its turn, the Champion can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Skin of the God. The champion has skin that is invulnerable to magic and weapons of all types, any weapon that hits the champion's skin breaks on impact. The only way to hurt the champion is to exploit their 3 weak points all having the same health bar of 75 hp. (the weak spots have an AC of 14)
Runic tooth necklace. The toothed necklace the champion wears has multiple runes carved into it. One tooth has a blink spell on it letting the champion escape moves like force cage. all other teeth give resistances to elements making the champion resistant to all elements
Fists. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (3d12 + 3) Bludgeoning damage.
Bite. Melee Weapon Attack: +8{"diceNotation":"2d20+5","rollType":"to hit","rollAction":"bite"} to hit, reach 5 ft., one target. Hit: 9 (2d12 + 3) Piercing.
Sword of the gods. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (3d12 + 3) Slashing damage.
consumption: The champion of strength can heal from consumption of meat, they can bite into a creature and consume whatever they bit off. The Champion heals for 1d10+5
Aura of gods: The champion has an aura so strong they can move things with their mind without using a telekinesis spell and can use it to the range of 60 ft. it can pull in any creature and the creature must succeed a strength save of 16 to make themselves heavier not letting the aura affect them. The telekinesis can also affect items and the environment too
Stampede of the gods: The champion can rush into battle and trample whatever creature is in its way dealing 2d8 of bludgeoning damage.
ALL EYES ON ME: The Champion can make a charisma roll (dc of 12) at advantage to both goad opposing creatures to attack it but to also rile up the crowd to give the champion passive healing of 5 hp at the start of his turn
Opportunity attacks
Boned claws: when at half hp (225 or lower) the Champion can sharpen their knuckles and sticks out their hands making it deal 2d10 more damage
Spell no more: if within 10ft of the champion and a creature uses a concentration spell or target a different creature within 20 ft of the champion the champion can suckerpunch the caster dealing 10 damage
Thunder clap of ancients: The Champion can clap its hands together and unleash a powerful thunderclap within 50ft. of it, all creatures within that range take 10 damage and must succeed a dex save of 12 or be knocked prone
Shattering stomp: The Champion can stomp the ground, shattering it, creating large cracks in the ground making it difficult terrain. all creatures that walk 30ft. total must make a dex save of 10 or fall into the cracks and be knocked prone.
Description
The champion of strength is a hulking mass of muscle and violence, chosen by the god of strength himself to speak and fight in his name. standing at 8'11 the Champion of strength has light skin, black hair, and glowing yellow eyes. Wearing beast pelts
Lair and Lair Actions
The champion has a gladiatorial arena as a lair. The arena has 2 lions on both east and west sides of of the 50 ft wide arena that have a bite attack equal to the champion these lions can be tamed with an animal handling score of 18
Quicksand: The sand on the arena is tricked and using aura The champion can turn sand into quick sand making the creature standing on the sand needs to make a dex save of 15 or be incapacitated
Flood gates of beasts: Using aura The champion can open gates letting beasts into the arena (these beasts have 30 hp) the dm has to roll a 1d4 to see what 2 beasts enter the arena
1. lion 2. bear 3. wolf pack (3 wolves) 4. owlbear
Crowd control: both creature and champion can do this action and you must make a charisma save (DC of 10) to keep the crowd entertained every 5 turns. If a creature or champion rolls a charisma check and gets anything higher than a 15 the DM has to roll a 1d6 and see what they get on the table
1. +2 weapon of the DM's choosing 2. a vial that will give the creature advantage against the Champion's scars (player only)
3. A scroll of banishment that can affect the champion, if used on the champion all creatures get 1 turn to either heal or attack again
4. A healing aura that heals all allies for 60 hp
5. A free turn (players only) 6. another boon (champion only)
Previous Versions
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11/1/2024 11:14:58 AM
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Coming Soon
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