Primal Champion (5e Creature)
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Medium humanoid (any race), any non-lawful alignment
Saving Throws Strength + 13, Constitution + 13
Brute. A melee weapon deals one extra die of its damage when the primal champion hits with it (included in the attack).
Feral Instinct. The primal champion has advantage on initiative rolls and cannot be surprised.
Reckless. At the start of its turn, the primal champion can gain advantage on all melee weapon attacks during that turn, but attack rolls against it have advantage until the start of its next turn.
Relentless (recharges after a short or long rest). If the primal champion takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Multiattack. The primal champion can use its Frightful Presence. It then makes three greataxe attacks.
Greataxe. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) slashing damage. If the primal champion scores a critical hit, it rolls damage dice three times, instead of twice.
Frightful Presence. Each creature of the primal champion's choice within 60 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the primal champion's Frightful Presence for the next 24 hours.
Retaliation. When the primal champion takes damage from a creature that is within 5 feet of it, it can use its reaction to make a melee weapon attack against that creature.
Primal champions are berserkers on steroids, savage warriors who perfectly embody the raw power of the wilds and fight with an unrivaled fury. Whether they wander alone, or command a barbarian horde, the civilized world trembles in the face of their wrath.