Kryx RPGThemesCreatures

Champion

Medium humanoid (any species)
Challenge
9

STR
5
DEX
2
CON
2
INT
0
WIS
2
CHA
1

143
22d8+44
20
Soak
2
Fort
+6
Ref
+7
Will
+1
Defense note plate

Speed 7 m.
Skills Athletics +9 (20), Brawn +9 (20), Coercion +5 (16), Insight +2 (13), Perception +6 (17)
Languages any one language (usually Common)

Indomitable (2/day). The champion rerolls a failed saving throw.

Maneuvers. The champion uses maneuvers (maneuver save Difficulty 17). It has 25 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: disorient, hamstring, lunge, parry, slice through, spring attack, trip, whirling blade

2 stamina dice: frenzy, riposte

Actions (3)

Greatsword. Melee Weapon Attack: +9 to hit, reach 1 m. Hit: 11 (1d12 + 5) slashing damage, or 24 (3d12 + 5) slashing damage if the champion has more than half of its health remaining.

Shortsword. Melee Weapon Attack: +9 to hit, reach 1 m. Hit: 8 (1d6 + 5) piercing damage, or 15 (3d6 + 5) piercing damage if the champion has more than half of its health remaining.

Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 1 m. or range 3/10 m. Hit: 7 (1d4 + 5) piercing damage, or 12 (3d4 + 5) piercing damage if the champion has more than half of its health remaining.

Shortbow. Ranged Weapon Attack: +6 to hit, range 10/100 m. Hit: 5 (1d6 + 2) piercing damage, or 12 (3d6 + 2) piercing damage if the champion has more than half of its health remaining.

Second Wind (Recharges after a Short or Long Rest). The champion regains 20 health.

Desert, Urbanvgtm

Maneuvers

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, you can make a melee weapon attack that deals slashing damage in an attempt to cripple the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, you can make a melee weapon attack and increase your reach for the attack by 1 meter. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. Roll a d3 and add the result to your Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As an action, you can make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can make a melee weapon attack with a weapon that you wield in two hands that deals slashing damage and then whirl your weapon around. Each creature within your weapon’s reach must succeed on a Reflex saving throw or take slashing damage equal to the stamina die.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.

As a reaction, which you use when a creature misses you with a melee weapon attack, you can make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.