Ruby Champion

Family: Tiefling

Medium humanoid (tiefling), neutral evil

Armor Class 16 (breastplate)
Hit Points 90 (12d8 + 36)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 12 (+1) 10 (+0) 16 (+3)

Saving Throws Con +6, Cha +6
Skills Athletics +7, Intimidation +6
Damage Resistances fire
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 10
Languages Common, Infernal, Ignan
Challenge 6 (2,300 XP)

SPECIAL TRAITS

  • Burning Death. If the ruby champion is reduced to 0 hit points or killed while under the effects of its lord of brass feature, it instead is reduced to 1d8 + 2 hit points and the effects of lord of brass end. If it is flying during this time, it safely descends 60 feet immediately (provoking no opportunity attacks) before the wings of flame vanish.
  • Improved Critical. The ruby champion scores a critical hit on a weapon attack roll of 19 or 20.
  • Innate Spellcasting. The ruby champion’s spellcasting ability is Charisma (Spell Attack +6, Spell Save DC 14). It can innately cast the following spells, requiring no material components (these spells are cast as if by a 3rd level spell slot):
  • Shroud of Warmth. When the ruby champion and/or all creatures within 10 feet of it would take cold damage, they take half as much cold damage instead (calculated aside from their normal resistances).

ACTIONS

  • Multiattack. The ruby champion makes three weapon attacks with its burning halberd or longbow.
  • Burning Halberd. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 10 (1d10 + 4) slashing damage plus 6 (1d10) fire damage.
  • Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., 1 target. Hit: 7 (1d8 + 2) piercing damage.
  • Lord of Brass (1/short Rest). As an action, the ruby champion’s body glows with intense heat, and fiendish wings of flame erupt from their back. For 1 minute they gain a fly speed equal to their movement speed, become immune to fire damage, and their melee weapon attacks deal an extra 5 fire damage. While in this form, any creature that starts their turn within 5 feet of the ruby champion or moves within that range must make a DC 14 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. A creature can only take this damage once per turn.

ABOUT

A warrior who fights on behalf of a fortunate lord, the ruby champion is a spinel tiefling who comes from a background of combat. They are competitive, seeking glory and praise, and freely give in to their primal instincts. Spreading flames from their bodies to their weapons and hurling them at their opponents, they cut a striking figure among other gladiators and pit fighters.

Those who are lucky enough to find a master who can afford or earn the respect of such a champion find they are superb bodyguards, messengers and commanders. Powerful fiends may employ them to train or lead others, and their rarity earns them respect even within the depths of Hell.

Section 15: Copyright Notice

The Crystal Tiefling Copyright 2022 Logan Laidlaw Author Logan Laidlaw.

This is not the complete license attribution - see the full license for this page