The greatest of the hammer angels, the champion fist are stalwart angels who beat transgressors into submission with their bare hands. They are all but impossible to keep from their quarry, with incredible mobility in spite of their great size and powerful build. Champion fist are only dispatched when the mightiest mortals commit foul deeds, and the appearance of even one means a mighty battle will soon take place. The bodies of these celestials are impossibly proportioned, bulging with layers of bronzed muscle as hard as steel. Their wingspan is massive to accommodate the weight of all that bulk, a feat made easier by the modest wardrobe consisting only of a gauntlet and a skirt. Champion fist act with efficient strength. They do not fidget or move without purpose, and they are the very picture of stoicism when not punching the face off transgressors. In the rare instance a champion fist must speak, its voice is surprisingly soft and gentle.
CHAMPION FIST
Large celestial, lawful good
Armor Class 20 (natural armor)
Hit Points 195 (18d10 + 96)
Speed 60 ft., fly 120 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
26 (+8) | 22 (+6) | 22 (+6) | 18 (+4) | 18 (+4) | 20 (+5) |
Saving Throws Str +14, Con+12, Wis +10, Cha +11
Skills Insight +10, Survival +10
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, restrained
Senses truesight 120 ft., passive Perception 14
Languages all, telepathy 120 ft.
Challenge 18 (20,000 XP)
TRAITS
Angel of Justice. Creatures reduced to 0 hit points by the attacks of the champion fist are knocked unconscious and stabilized rather than killed. As a 1-minute ritual, the champion fist can cast plane shift. This ability can only affect the champion fist and one other creature. An unwilling creature can attempt a DC 19 Charisma saving throw to resist the spell. Unconscious creatures automatically fail this saving throw.
Angelic Reach. As a bonus action on each of its turns, the champion fist increases the reach of its Slam attack to 15 feet. Damage dealt by these attacks is radiant instead of bludgeoning.
Flurry of Blows (Recharge 5–6). As a bonus action on each of its turns, the champion fist can make a Slam attack.
Impediment Immune. The champion fist is immune to difficult terrain, and its speed cannot be reduced by any means.
Pristine Positioning. As a bonus action, the champion fist can take both the Dash and Disengage actions.
ACTIONS
Multiattack. The champion fist makes two Slam attacks.
Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 8) magical bludgeoning damage, and the creature must succeed on a DC 20 Constitution saving throw or be incapacitated until the end of its next turn. If the creature fails the saving throw by 5 or more, it is instead knocked unconscious until the end of its next turn. The champion fist can choose to concentrate on this effect as though concentrating on a spell. While concentrating on this effect, the condition instead ends when the champion fist’s concentration ends or when the champion fist chooses to end the effect.
REACTIONS
Warding Gauntlet. As a reaction when the champion fist would fail a saving throw, it can choose to succeed instead.
Ref: TPKB1 p143