Corrupted Champion - AI-generated fantasy Monster

Corrupted Champion

Created by the Champion Priest Ko-Kamass during the occupation of Arthwen Cathedral. The Champions are crafted from the corpses of the slain, their martial memories stitched to the wills of the dead. They forget past oaths and serve Aster alone, used as shock troops to break living resistance and to guard desecrations.

LargeHumanoid(Former humanoid)CR HardLawful evil

Corrupted Champion

corruptionmeleefrontlineundead-like
HP85AC18SPD30 ftCR3 (700 XP)AthleticsPerception
STR
18
save
DEX
10
CON
16
save
INT
6
WIS
10
CHA
7
Corrupted Resilience. The Champion is immune to being charmed or frightened and to poison damage. It also has resistance to necrotic damage. The Champion is not undead but is animated by divine corruption and does not require air, food, or sleep.
Tainted Ground. Whenever the Champion deals necrotic damage to a creature, the area within 5 feet of the target becomes tainted. The tainted ground is difficult terrain for creatures that are not followers of Aster until a creature spends an action to cleanse it with a successful Wisdom (Religion) check or a lesser restoration spell.
Unflinching. The Champion has advantage on saving throws against being charmed or frightened and is unaffected by disease. It does not experience fear.
Multiattack. The Corrupted Champion makes two greatsword attacks.
Greatsword (Corrupting Strike). Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: slashing damage plus necrotic damage. The target must succeed on a Constitution saving throw or be afflicted by corruption. While afflicted, at the start of the afflicted creature's turn it takes necrotic damage. The afflicted creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target is reduced to 0 hit points by this effect, its body is difficult to restore by nonmagical means and any attempt to raise it requires a Wisdom (Medicine) check or the raise fails and the corpse becomes inert and useless for resurrection purposes for 24 hours.
Green Mist. The Corrupted Champion bares the rusted edges of its armor and exhales a choking green mist in a 10-foot cone. Each creature in that area must make a Constitution saving throw or be poisoned for 1 minute and take poison damage on a failed save, or half as much damage and not be poisoned on a success. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the poisoned condition on a success. The Champion can use this trait twice, and regains both uses after finishing a short or long rest.
Shielded Shove. The Champion makes one shove attack or uses its movement to try to knock a creature prone. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: bludgeoning damage and the target must succeed on a Strength saving throw or be knocked prone.
Parry. Adds 3 to AC against one melee attack that would hit it. Must see the attacker and be wielding its greatsword to use this reaction.
Protective Parry. If an ally within 5ft of the Champion is targeted with an attack from an enemy that the Champion can see, the Champion can impose disadvantage on that attack roll
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