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Fallen Champion

Fallen Champion Creature8

Uncommon NE Medium Undead

Perception +17; darkvision

Languages Common, Necril

Skills Acrobatics +14, Athletics +19, Intimidation +19, Kazutal Lore +16, Religion +17

Str +5, Dex +2, Con +5, Int +2, Wis +3, Cha +5

Items +1 striking machete, defiled religious symbol, +1 scale mail, steel shield (Hardness 5, HP 20, BT 10)


AC 28; Fort +19, Ref +14, Will +17

HP 130, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious

Agent of Despair (aura, divine, emotion, enchantment, fear, mental) 15 feet. A fallen champion emanates an aura of utter despair. Living creatures are frightened 1 while in a fallen champion’s aura. They can’t naturally recover from this fear while in the area but recover instantly once they leave the aura.

Final Blasphemy (divine, necromancy, negative) When the fallen champion is destroyed, it explodes in a wave of negative energy with the effects of a 4th-level, 3-action harm spell (DC 24). The fallen champion is destroyed, so it doesn’t gain any Hit Points from this use of harm, and it doesn’t need to have any harm spells remaining to use this ability.

Attack of Opportunity [reaction] Trigger A creature within the monster’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using; Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn’t count toward the monster’s multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike.

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Shield Block [reaction] Trigger The monster has its shield raised and takes damage from a physical attack; Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield’s Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.


Speed 25 feet

Melee [one-action] machete +20 (deadly d8, magical, sweep), Damage 2d6+11 slashing plus heretic’s smite

Divine Innate Spells DC 25; 4th harm (×2)

Champion Devotion Spells 2 Focus Points, DC 25; 4th touch of corruption, unimpeded stride

Heretic’s Armaments (divine, enchantment) While the fallen champion wields the favored weapon of its former deity, that weapon gains the effect of a fearsome property rune.

Heretic’s Smite (divine, necromancy) While wielding the favored weapon of its former deity, the fallen champion’s Strikes deal an additional 2d6 evil damage against creatures that can cast divine spells. This damages divine spellcasters who follow the fallen champion’s former faith regardless of their alignment.

Reap Faith [one-action] (divine, necromancy) Requirements The fallen champion’s last action was a Strike that dealt damage to a living creature; Effect The fallen champion saps the hope and faith from that creature. It takes 3d6 negative damage with a DC 25 basic Will save. Regardless of the result of the save, the creature becomes frightened 1 or increases the value of its frightened condition by 1.

About

While most herexens were clerics or clergy in life, fallen champions were holy crusaders that upheld the ideals of their deity while fighting enemies of the church and defending its congregants. Fallen champions are direct in their actions and wage their divine war on a grand scale.

Section 15: Copyright Notice

Pathfinder Book of the Dead © 2022, Paizo Inc.; Authors: Brian Bauman, Tineke Bolleman. Logan Bonner, Jason Bulmahn, Jessica Catalan, John Compton, Chris Eng, Logan Harper, Michelle Jones, Jason Keeley, Luis Loza, Ron Lundeen, Liane Merciel, Patchen Mortimer, Quinn Murphy, Jessica Redekop, Mikhail Rekun, Solomon St. John, Michael Sayre, Mark Seifter, Sen.H.H.S., Kendra Leigh Speedling, Jason Tondro, Andrew White.

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