Blood Champion
A terror duelist whose victories break morale.
Threat File — Blood Champion
TR 12 · Traitor AstartesSaves: Toughness +8, Willpower +8
Proficiencies: Intimidation +8, Athletics +8
Executioner's Theater. When the blood champion reduces a creature to 0 Vitality, all enemies who saw the kill make a Willpower Save DC 16 or become Frightened until the end of their next turn; allied NPCs instead make their next Morale check at Disadvantage.
Momentum of Slaughter. After each kill, the blood champion gains a stacking +1 to hit for the rest of the scene (maximum +3).
Unshakeable in the Red. The blood champion is immune to Frightened and has Advantage on saves against anything that would stop him from fighting, including Stunned and Pinned.
Headsman's Blade. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 2d10 + 5 slashing damage, plus 1d10 slashing damage if the target is Frightened or Exposed.
Break Their Symbol. The blood champion makes a Headsman's Blade attack with Advantage against a leader, standard-bearer, medic, or priest. On a hit, that target's allies within 30 feet make a Willpower Save DC 16 or become Frightened until the end of their next turn.
Blood Salute. The blood champion marks one enemy he can see; he and the marked enemy gain Advantage on attacks against each other until one of them falls.
Riposte for the Crowd. When his marked opponent misses him with a melee attack, the blood champion may make one Headsman's Blade attack against them.
Morale: Fights while anyone is watching; if no audience remains — allies or enemies — he loses interest and seeks a better war.
Tactics: He selects the target whose death will hurt the survivors most, not the biggest threat: banner, medic, leader, then the rest. Every kill should be described; the description is his weapon. Deny him witnesses and he becomes just a swordsman.
Loot / Evidence / Hooks: His blade's hilt is wound with campaign ribbons from famous regiments; each one is a verified kill and an intelligence lead.
Enemy Dossier
GM ReferenceA Blood Champion is a terror duelist whose victories are staged for the watching field: every kill is a demonstration, and morale collapses on schedule. He fights beautifully and only ever for an audience.
Use this enemy when you want a melee threat that attacks the party's cohesion and courage as much as their bodies.
High durability, elite melee, heavy fear and morale pressure, kill-fed momentum, dangerous to leaders and symbols specifically.
Executioner's Theater. When the Blood Champion kills, all enemies who saw it make a Morale check at Disadvantage.
Momentum of Slaughter. After each kill, gains +1 to hit for the rest of the scene (stacking).
Unshakeable in the Red. Immune to fear; Advantage on saves against anything that would make him stop fighting.
Headsman's Blade. Precise heavy melee attack; deals bonus damage against Shaken or Frightened targets.
Break Their Symbol. Attacks a leader, standard, medic, or priest with Advantage; a hit forces nearby enemies to check Morale.
Blood Salute. Marks one enemy; both gain Advantage on attacks against each other until one falls.
Morale: Fights until the audience is gone; if no one is left watching — allies or enemies — he loses interest and seeks a better war.
Tactics: He selects the target whose death will hurt the survivors most, not the biggest threat. Kill order: banner, medic, leader, then the rest. Every kill should be described; his weapon is the description. Deny him witnesses and he becomes just a swordsman.
Full Stat Block Priority: High