Legendary Resistance (5/Day). If Xeno-Champion fails a saving throw, it can choose to succeed instead.
Physical Resistance. Xeno-Champion has advantage on saving throws against melee attacks and other physical actions.
Indomitible. The Xeno-Champion Is unable to be intimidated.
Tenacious. The Xeno-Champion has advantage on Strength (athletics) checks.
Standing Leap. Xeno-Champions long jump is 40 ft and its high jump is 30ft, with or without a running start.
Ferocious Attack. On critical attacks the target must succeed on a DC 18 Strength saving throw or lose their next turn and take additional 20 (2d10+10) slashing or bludgeoning damage.
Intimidating Presence. When a creature witnesses Xeno-Champion in combat, creature must succeed on a DC 13 Constitution saving throw or be frightened for 30 seconds. Creature may attempt a DC 15 Constitution saving throw to remove the condition.
Multiattack. Xeno-Champion makes up to 3 melee or ranged attacks.
Obsidian Stone Blade. Melee or Ranged Weapon Attack: +13 to hit, range 10ft or 30 - 100 ft., 1 target. Hit: 26 (3d8 + 10) [slashing] damage. The Xeno-Champion can telepathically push and pull the Obsidian Stone Blade it carries at intense speed. Xeno-Champion can range attack with Obsidian Stone Blade within a 100 ft sphere radius on any visible target. Obsidian Stone Blade can be recalled as a bonus action from Xeno-Champion.
Punch. Melee Attack: +19 to hit, range 5 ft., 1 target. Hit: 12 (2d4 + 8) [blugeoning] damage. Knocks the target away from Xeno-Champion by 10ft.
Missle Block. (1 per turn) Xeno-Champion blocks the first spell or ranged attack that targets it.
Instant Leap. When the Xeno-Champion sees or hears movement within a 40 ft radius, Xeno-Champion can jump beside the creature and make a melee action, creature must succeed on a DC 15 Dexterity saving throw or be stunned for 1 round.
Xeno-Champion can make 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. The Xeno-Champion regains spent legendary actions at the start of its turn.
Inevitable Strike. The Xeno-Champion makes a melee attack with Obsidian Stone Blade.
Obsidian Missile (Costs 3 Actions). Xeno-Champion makes a ranged attack with Obsidian Stone Blade, target creature takes an additional 30 (2d20 + 10) [piercing] damage. Target creature must also succeed a DC 19 Constitution saving throw or be incapacitated.
Extraterrestrial Pressure (Costs 5 Actions). Xeno-Champion exerts downward forces and each creature within a 15 ft radius must succeed a DC 18 Strength saving throw or be knocked down and take 10 (2d8 + 2) [force] damage. Take half damage and resist prone condition on a successful saving throw.
Description
A displaced behemoth of fury from a tortured world, molded by fatal competition against its own kind. The Xeno-Champion comes from a natural apocalypse with no known properties aside from dense obsidian in which the Xeno-Champion crafts a weapon and binds the new blade to its creator through concentrated energy.
The unfamiliar lands Xeno-Champion now wander only make the creature more powerful, removing the physical limitations of its homeworld that made it so powerful to this realm. It also found itself in possession of powerful acute gravitational forces resembling that of its natural habitat.
Lair and Lair Actions
Regional Effects.
The region containing a legendary [Xeno-Champion]’s current location is [warped by the presence of the Xeno-Champion], which creates one or more of the following effects:
- The Xeno-Champion unwillingly forms a wind storm within a 3-mile radius, knocking any flying creature down with an additional +2 [force] damage for every 10 ft fallen. The creature lands stunned.
If the [Xeno-Champion] dies, these effects dissolve in an hour.







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