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Thar Clan Champion

Medium humanoid (Thar), any alignment

Armor Class 18 (unarmored defense)
Hit Points 218 (23d8 + 115)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 12 (+1) 12 (+1) 16 (+3)

Saving Throws Con +9, Dex +7, Str +9
Skills Athletics +9, Intimidation +7, Perception +5
Senses passive Perception 16
Languages Tharidic
Challenge 11 (7,200 XP)

SPECIAL TRAITS

  • Aggressive: As a bonus action, the Thar champion can move up to its speed toward an enemy of its choice that it can see or hear. The Thar champion must end this move closer to the enemy than it started.
  • Battle Cry (1/Day). Each creature of the Thar champion’s choice that is within 30 feet of it and can hear it, must make a DC 15 Wisdom saving throw or have disadvantage on attack rolls until the start of the Thar champion’s next turn. The Thar champion can then make one attack as a bonus action.
  • Brave. The Thar champion has advantage on saving throws against being frightened.
  • Brute. A melee weapon deals one extra die of its damage when the Thar champion hits with it (included in the attack).
  • Low-Light vision. The champion does not suffer from disadvantage when in dim light.
  • Relentless Endurance(1/Day). When the Thar champion is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead.
  • Undying Will. The Thar champion regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.

ACTIONS

  • Multiattack. The Thar champion makes three great hammer attacks.
  • Great Hammer. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 5) bludgeoning damage, plus 7 (1d6 + 4) bludgeoning damage if the champion has less than half of its total hit points remaining.

LEGENDARY ACTIONS

The Thar champion can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Thar champion regains spent legendary actions at the start of its turn:

  • Command Ally. The Thar champion targets one ally it can see within 30 feet of it. if the target can see and hear the Thar champion, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
  • Weapon Attack. The Thar champion makes a weapon attack.

ABOUT

The Thar are raiders from the Great Pale. They are capable warriors who have menaced the western provinces of the Theocracy of Iesadhe for generations.

Over the last decade, the Thar have become a divided people. Pouring over tablets found in the ruins near Arges, their shamans came to better understand their relationship to the High Lords of Dobrai. Based on these tablets, they have come to believe they were brought to Aer’ath by the High Lords as a bastion against otherworldly creatures. Some take this to mean they are the true heirs of the High Lords and want to create a new empire. For others, this means they are supposed to be the protectors of Aer’ath and must save the other races from themselves. Then, there are those who have simply grown weary of constant warfare and seek to strengthened peace trade relations with outsiders.

Section 15: Copyright Notice

Cloak & Coin Campaign Setting Copyright 2021. Red Turban Press, Inc. Authors: Laljit Sidhu, Bjorn Dingeldein, Jon Giordano