Demonic Rage. While not holding a shield, the Champion can attack twice with melee weapons, his movement increases by 5ft and he gains advantage on Dexterity saving throws, but has disadvantage on Wisdom and Intelligence saving throws, and he can no longer use the Parry reaction.
Fighting Spirit. The Champion is not required to roll initiative, instead, he will always take his turn after the last player. In addition, the Champion grows stronger the more into the fight he is. For every 10% HP lost, his melee attacks gain 1 to the hit roll and deal 1 extra damage, up to a maximum of 6.
Tiresome Battle. When the Champion is reduced to 40% Hit Points, he becomes compelled to change fighting style. If the Champion is holding a shield and has not triggered Champions Will, he now switches to a two-handed weapon automatically. If the Champion has triggered Champions Will, he automatically switches to a spell-casting fighting style, with a focus on summoning.
Rapid Adaptation. Below 70% Hit Points, the Champion can instantly change between a one-handed weapon and a shield to a two-handed weapon without expending an action.
Champions Will. The first time the Champion is reduced to 0 HP, he can make a CON saving throw to refuse death. If the total score is greater than 15, the Champion stands back up with half hit points. If the total score is greater than 25, the Champion stands back up with 90% hit points. If he rolls a natural 20, the Champion stands back up with full HP, and is allowed to immediately take an offensive action, without expending an action point, irrelevant of initiative order.
Spell-casting. The Champion is a 9th-level spell-caster. Its spell-casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Champion has following Warlock spells prepared:
Cantrips (at will): Blade Ward, Eldritch Blast, Green-Flame Blade, Sword Burst, True Strike
1st level (10 slots): Armor of Agathys, Cause Fear, Hellish Rebuke, Witch Bolt, Healing Elixir
2nd level (8 slots): Cloud of Daggers, Shatter, Darkness, Misty Step
3rd level (8 slots): Counterspell, Dispel Magic, Summon Lesser Demons, Spirit Shroud
4th level (8 slots): Elemental Bane, Spirit of Death, Sickening Radiance, Summon Greater Demon
5th level (4 slots): Infernal Calling, Enervation
Unholy Ward. While holding a shield, the Champion can expend an action to negate the next attack that would ordinarily hit, provided that the attack is not a critical hit.
Fiendish Tricks. Once per turn, the Champion can select a creature, hostile or friendly, within his sight. Provided the creature does not move before the Champions next turn, their positions are swapped.
Unnatural Selection. Provided that the Champion is aware of nearby creatures with the Minion sub-type, the Champion can expend an action to point at a hostile creature and command his subordinates to attack them. For the next three turns, all creatures with the Minion sub-type will attempt to attack the selected creature, and this ability cannot be used again while active.
Slash (One-handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d10 + 4) slashing damage. [Scales with Fighting Spirit]
Lunge (One-handed). Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 9 (2d8 + 2) piercing damage. [Scales with Fighting Spirit]
Slash (Two-handed). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 6) slashing damage. [Scales with Fighting Spirit]
Sweep (Two-handed). Melee Weapon Attack: +5 to hit, reach 10 ft., targets up to three creatures in front of him. Hit: 15 (3d8 + 6) slashing damage. [Scales with Fighting Spirit]
Rule Breaker. After triggering Champions Will, the Champion can cast cantrips as a Bonus Action.
Champions Wrath. While below 20% HP, the Champion can spend a Bonus Action to create a shadow clone that repeats this turns actions against a second target of his choosing. The clone dissipates after completing this task, and cannot be targeted.
Parry. While wielding a melee weapon and not raging, the Champion can expend a Reaction to negate an attack that would ordinarily hit.
Hellish Resistance. While holding a shield, the Champion can expend a Reaction to halve the damage of a non-critical hit with a damage type that he does not have a vulnerability to.
Demonic Retaliation. After being hit by an attack, the Champion can expend a Reaction to retaliate with an attack of his choice. After triggering Champions Will, the Champion can use this Reaction for free, allowing him to use another Reaction as well as this one.
Dastardly Exchange. If the Champion does not meet the requirements for Parry or Hellish Resistance, he can instead spend his Reaction to gain an additional Bonus Action on his next turn.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Champion of Hell is an exceptionally large Tiefling, standing at 10 feet tall, wearing full black plated armour and wielding a large shield with a longsword. On his back he carries a greatsword.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Comments