Champion of Shelyn

Level 7
Creature· holyMediumRemaster
AC
25
HP
120
Speed
20 ft.
Perception
+15
Fort
+15
Ref
+12
Will
+15
Languages common
Skills athletics +17, diplomacy +16, religion +15, performance +14, society +12
Recall Knowledge DC 23 (religion, society)

Attacks

Melee Glaive +18 (deadly-d8, forceful, magical, reach), Damage 1d8+10 slashing plus 1d6 vitality
Melee Fist +17 (agile, nonlethal, unarmed), Damage 1d4+10 bludgeoning
Melee Crossbow +14 (reload 1 ft.), Damage 1d8+6 piercing

Abilities

Champion's Aura

15 feet.

Any follower of Shelyn in the aura knows the champion is a champion of Shelyn. At the end of the champion's turn, each ally in the aura reduces its Frightened value by 1. The aura can be suppressed or resumed with a single action, which has the concentrate trait, and ends if the champion falls Unconscious.

Champion's Courage

When the champion becomes Frightened, they reduce the condition value by 1 (to a minimum of 0).

Liberating Step

Trigger An enemy damages, grabs, or restrains the champion's ally, and both are in the champion's aura


Effect The champion frees an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance 10 to all damage against the triggering damage.

Effect: Liberating Step

The ally can attempt to break free of effects grabbing, Restraining, Immobilizing, or Paralyzing them. They either attempt a new save against one such effect that allows a save or attempt to Escape

Blessed Weapon

If a champion's glaive Strike is a critical hit, the weapon deals an additional 1d6 persistent vitality damage, and they can force the target to move 5 feet in a direction of their choice.

Smite

The champion chooses one enemy they can see. Their Strikes against that enemy gain a +4 status bonus to damage, or +8 if the target is unholy.

This benefit lasts until the start of the champion's next turn, but if the target takes a hostile action against the champion or one of their allies, the duration is extended until the end of the target's next turn (this can be extended indefinitely if the target keeps taking hostile actions on subsequent rounds).

Champions are bastions of their deities' virtues and are living beacons for their causes. Those who walk these paths must adhere to the tenets of their patron deity or risk losing their abilities altogether. The champion depicted here follows the example of Shelyn, embodying the spirit of inspiring beauty and fighting for the cause of peace.


Religions inspire devout individuals to uphold their tenets.