Blood Pit Champion
A pit-proven murderer who demands attention in close combat.
Threat File — Blood Pit Champion
TR 5 · Chaos God-Aligned CultsSaves: Toughness +5
Proficiencies: Athletics +6, Intimidation +5
Pit Instincts. The champion reads its opponents. After the first round it has fought a given target, it gains +1 Defense against that target's melee attacks.
A Hundred Deaths Witnessed. The champion is immune to fear. When it reduces a creature to 0 Vitality, each enemy that saw the kill makes a Willpower Save DC 13 or is Frightened of the champion until the end of its next turn.
Executioner's Combination. The champion makes two melee attacks: +6 to hit, reach 5 ft., one target each. Hit: 1d10 + 3 slashing damage. If both attacks hit the same target, that target is knocked Prone or disarmed (champion's choice).
The Challenge. The champion calls out one enemy it can see within 30 feet. Until either combatant falls or the challenged enemy attacks someone else, both have Advantage on attacks against each other and Disadvantage on attacks against anyone else.
Skull Harvest. Melee Attack: +6 to hit, reach 5 ft., one bloodied target. Hit: 2d10 + 3 slashing damage. If this kills the target, all cult allies in sight automatically pass their next Morale check.
Contemptuous Shove. When a creature other than its duel opponent hits the champion with a melee attack, the champion hurls it aside: the creature makes a Toughness Save DC 13 or is pushed 10 feet and knocked Prone.
Morale: Never retreats from a duel. If shot down at range by a party refusing to engage, it dies cursing them as cowards — and the cult remembers the insult.
Tactics: Introduce it with a kill, then let it call out the party's champion. Honor the duel structure while cult allies fight around it — but if the party focus-fires the champion instead, it wades through them without complaint. It is the encounter's second act, after the wave and before the chieftain.
Loot / Evidence / Hooks: Pit-brands and kill-tallies that name every fighting pit in the underhive; its master-worked blade is worth a champion's ransom.
Enemy Dossier
GM ReferenceThe Blood Pit Champion is a pit-proven murderer with a hundred kills of technique under the frenzy. Unlike the rabble it charges with, it fights well — and it demands the party's best fighter by name.
Use this enemy to give melee characters a genuine duel and to punish anyone who thought Khornate meant unskilled.
Good durability, high skilled melee damage, duel-forcing pressure, fear presence, still vulnerable to being kited by a party willing to shame it.
Pit Instincts. Reads opponents: after the first round against a target, gains +1 Defense against that target's melee attacks.
A Hundred Deaths Witnessed. Immune to fear; enemies that watch it kill someone save against fear themselves.
The Challenge. May call out one enemy; both gain Advantage against each other and Disadvantage against everyone else while the duel holds.
Executioner's Combination. Two-attack melee sequence; if both hit the same target, that target is knocked prone or disarmed.
Skull Harvest. Against a bloodied target, a devastating finishing strike; if it kills, all cult allies in sight pass their next Morale check.
Contemptuous Shove. Hurls an interfering enemy aside to preserve its duel.
Morale: Never retreats from a duel; if shot down at range by a party refusing to engage, dies cursing them as cowards — and the cult remembers.
Tactics: Introduce it with a kill, then let it call out the party's champion. Honor the duel structure while cult allies fight around it — but if the party focus-fires the champion instead, it wades through them without complaint. It is the encounter's second act, after the wave and before the chieftain.
Full Stat Block Priority: High