Medium Humanoid (Human), Chaotic Neutral
Armor Class 19 Plate
Hit Points 170 (20d8 + 80)
Speed 30 ft.
STR
19 (+4)
DEX
19 (+4)
CON
19 (+4)
INT
19 (+4)
WIS
19 (+4)
CHA
19 (+4)
Skills Athletics +9, Perception +9
Condition Immunities Invisible
Senses Darkvision, Passive Perception 24
Languages Celestial, Common, Deep Speech, Infernal
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Armor Of The Chosen. The champions armor grants him immunity to all damage from nonmagical weapons, as well as any hostile spell cast at the 3rd level or below.

Blade Art. The champion can telepathically control the (8) blades he carries with him. As a bonus action on his turn he can move each of them individually up to 20ft, otherwise they remain with him. The blades are non magical and gain a +3 to attack and damage rolls, and deal (1D8) of damage.

Actions

Multiattack.  The champion makes four attacks with his Templar Blades.

Templar Blades. Melee Weapon Attack: +12 to hit, reach 5ft, one target, Hit: 23 (3d10+7) slashing damage. Each of the champions blades is embedded with one of the following magical abilities. Each blade can only be used once per turn and their effect only activates if the attack damages the target:

1. Blade Of Vulnerability: The targeted creature becomes vulnerable to one damage type of your choice until the next time it is damaged.

2. Blade Of Impediment: The targeted creature can only move at half its normal speed until the end of its next turn.

3. Blade Of Abolishment: The targeted creature is stripped of one positive effect currently active on them of the champions choice. Any effect granted by a spell of 5th level or higher is immune to this effect.

4. Blade Of Invigoration: The champion heals by the total damage dealt by this blade.

5. Blade Of Wounding: The targeted creature takes 5 necrotic damage at the start and end of its next turn.

6. Blade Of The Unholy: The targeted creature must make a DC16 Constitution saving throw, taking 36 (8d8) Radiant or Necrotic damage on a failed save, or half as much damage on a successful one.

7. Blade Of Lost Vision: The targeted creature must succeed on a DC16 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

8. Blade Of  The Scared Seal: The targeted creature must make a DC16 Charisma saving throw or be teleported to a pocket dimension inside the blade. The champion must concentrate on this effect as it would a concentration spell. While a creature is trapped inside the blade, it cannot be used again until the creature is removed. The champion can project an image of itself into the pocket plane as an action.

Reactions

Harsh Guard: As reaction this creature can reduce damage on an incoming attack by 1d8.

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

Ramza in his Armor.

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.

Darius_Argent

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