Medium unknown, Any Alignment
Armor Class 17 per description
Hit Points 48 (4d10 + 8)
Speed
STR
15 (+2)
DEX
15 (+2)
CON
15 (+2)
INT
15 (+2)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws STR +4, WIS +4
Senses Passive Perception 14
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

This champion is a powerful ally that is loyal to those who bear the symbol.

This Champion will remain on the summoned plane until the it, or its bonded companions reach 0 hit points or is dismissed. Can be targeted normally by all attacks, spell, and effects. Completely corporeal and can interact with real world objects. Companions voice mimics that of the caster. This creature cannot be healed through spells or potions. 

Conjoined Souls: As an action, the symbol bearers can reach into the soul of this able champion and control their actions and see through their eyes as if they are guardian themselves. The wielder is blind and unable to move in their own body while conjoined, similar to the Find Familiar spell ability. This ability has a range of 1,000 feet. 

Appointment: At each dawn, the bearer(s) of the symbol of ... can choose which Form the Champion will maintain: Bulwark, Beacon, Thaumaturge, or Shadow. This form can be changed during a short rest or long rest. The champion will fade to mist at the next dawn, where he awaits to be called back to aid his companions. 

Actions

Bulwark of Might

Attack. The champion makes two attacks and has the ability Action Surge.

  • Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 3) slashing damage.
  • Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: (1d8 + 2) piercing damage.

Beacon of Light

Attack. The champion makes one melee attack.

  • Star Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.

Spell Action. The champion makes a spell action from the list below.

  • Spells:
    • Cantrips: Light, Sacred Flame
    • 1st Level Spells: Cure Wounds, Guiding Bolt, Bless, Bane

Thaumaturge of Insight

Spell Action. The champion makes a spell action from the list below. +5 to hit on spell attacks, spell save DC 14

  • Spells:
    • Cantrips: Fire Bolt, Ray of Frost, Dancing Lights, Minor Illusion
    • 1st Level Spells: Burning Hands, Detect Magic, Magic Missile, Fog Cloud

Shadow of Night

Traits of the Unseen. The champion has the skills and abilities of a stealthy rouge. 

  • Saving Throws Dex +6, Int +4
  • Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
  • Damage Resistance Poison
  • Senses passive Perception 13

Attack. The champion makes two dagger attacks or one crossbow attack.

  • Daggers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (2d6) necrotic damage.
  • Light Crossbow. Ranged Weapon Attack: +5 to hit, reach 80/320 ft., one target. Hit: (1d8 + 3) piercing damage plus (2d6) necrotic damage. 
Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Opportunity Attack 

Description

Bulwark Form: The fey guardian is clad in beautiful plate armor that is accented by the wielder's essence color.  Equipment: Longsword w/ Shield, Longbow

Beacon Form: The fey guardian wears chain mail that glows at the seams in the wielder's essence color (disadvantage on stealth checks). Equipment: Star Mace w/ Shield, Divine Focus

Thaumaturge Form: The fey guardian is draped in vibrant wizardly cloaks embossed in golds, silvers, and the wielder's essence color. Equipment: Magic staff (arcane focus)

Shadow Form: The fey guardian is clad with midnight black leather armor and cowl, his eyes show the color of the wielder's essence color. In darkness, the guardian is nothing but a shadow. Equipment: twin daggers, crossbow

AtrionStorm

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