Medium Humanoid, Neutral
AC 20 prismatic half-plate    Initiative +3 (13)
HP 255 (30d8 + 120)
Speed
Mod Save
STR 20 +5 +5
DEX 16 +3 +3
CON 18 +4 +20
Mod Save
INT 16 +3 +3
WIS 20 +5 +22
CHA 18 +4 +20
Skills Arcana +9, Insight +11, Perception +11, Persuasion +10
Resistances Force, Psychic, Radiant
Immunities Charmed, Frightened
Senses Truesight 60 ft.; Passive Perception 21
Languages Celestial, Common, Draconic
CR 18 (XP 20,000; PB +6)
Traits

Tri‑Symbol Attunement: The Champion channels the three forces of the Harmonic Order:
 - Tiamat (Claw): Advantage on Strength checks and saves.
 - Bahamut (Sun): Advantage on saving throws against spells.
 - Amerystar (Scales): When the Champion takes damage, reduce it by 5.

These effects are always active.

Harmonic Balance Aura (30ft.): Creatures of the Champion's choice within 30 ft. gain:
 - Advantage on saves vs. charm, fear, and stun
 - Resistance to radiant and force damage

Prismatic Soul: When the Champion is reduced to 0 HP, they instead drop to 1 HP and emit a burst of refracted energy. Each creature within 20 ft. must succeed on a DC 18 Dex save or take 20 radiant damage and be blinded until the end of their next turn. (1/day)

Actions

Multiattack: The Champion makes two attacks: two with Prismatic Blade or Radiant Bolt.

Prismatic Blade. Enter the description for your action.

Action Melee Attack. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 15 (2d8 + 6) slashing + 9 (2d8) radiant damage.
On a critical hit, the blade refracts light: the garget must succeed on a DC 18 Con save or be blinded until the end of its next turn.

Radiant Bolt. Ranged Weapon Attack: +10 to hit, range 120 ft., 1 target. Hit: 14 (3d6+4) radiant damage.
If the target casts a spell before the start of the Champion's next turn, it takes 10 psychic damage as harmonic backlash disrupts its focus.

Harmonic Burst (Recharge 5-6)
The Champion releases a tri-colored shockwave.

Creatures of choice within 30 ft. must make a DC 18 Dex save (half for success) or take:
 - 3d10 radiant damage
 - 3d10 force damage &
 - 3d10 psychic damage

Bonus Actions

Balance Step. The Champion teleports up to 30 ft. One creature within 5 ft. of the destination must succeed on a DC 18 Con save or be blinded until the start of its next turn.

 Refractive Guard. Until the start of their next turn, the Champion gains:
 - +3 AC
 - Resistance to all damage
 - Movement does not provoke opportunity attacks

 

Reactions

Tri-Symbol Judgment. When a creature hits the Champion with an attack, the Champion chooses one judgment:
 - Claw: The attacker takes 10 force damage
 - Sun: The attacker must make a DC 18 Con save or be blinded
 - Scales: Reduce the damage taken by 20

Legendary Actions

The Champion has 2 legendary actions per round.

Radiant Step. Teleport 20 ft. without provoking opportunity attacks.

Force Pulse (Costs 2 Actions). Creatures within 10 ft. must succeed on a DC 18 Str save or be pushed 10 ft. and take 10 force damage.

Mwchris583

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