The Horned Champion
(CR26/MR10)
This enormous and powerful warrior has a noble bearing, rusty brown fur, black adamantine horns, nd powerful champion has regal features, piercing blue eyes, wears white and gold plate armor, and radiates an intense aura of light.
XP 2,457,600
LG Medium male outsider (mythic, native) Warbound Juggernaut 20/Champion 10, Wandering Phenom
template
Init +27; Senses darkvision 60 ft., low-light vision, true seeing; Perception +29
Auras aura of courage (20 ft.), aura of good (overwhelming), protective aura (20 ft.)
DEFENSE
AC 60, touch +34, flat-footed 57 (+14 armor, +5 deflection, +3 Dex, +6 insight, +10 natural, +7
shield, +5 sacred)
hp 400 (20d10+180 plus 50 mythic); regeneration 10 (evil weapons and effects)
Fort +26, Ref +14, Will +17; Mantle of the Horned Champion
Defensive Abilities defensive arsenal (+5 touch AC with weapon and shield), fortification (50%
chance critical hits or sneak attacks are negated and damage is instead rolled normally), hard to kill, immortal, indestructible (immune to critical hits or sneak attacks while in armor, armor can't be sundered), unstoppable; DR 15/epic and magic, and 9/— ; Immune charm effects, compulsion effects, electricity, fatigue, fear, petrification, poison; Resist acid 20, cold 30, fire 30; SR 21 (Mantle of the Horned Champion)
OFFENSE
Speed 50 ft.
Melee +5 ghost touch mythic undead bane greatsword called Raven +35/+30/+25/+20 (2d6+15/17-
20/x4, see Equipment below); +3 adamantine holy battle gauntlets +33/+28/+23/+18 (1d6+13/19-20/x2, +2d6 holy damage, see Equipment below); gore (+4 holy wounding adamantine horns) +34/+29/+24/+19 (2d6+0/x2, +2d6 holy, +1 bleed damage per round)
Ranged +2 minotaur double crossbow of speed and endless ammunition called Mauler +25/+25/+20
(1d10+2/19-20/x2)
Special Attacks battle charge (+4 melee attack, -2 AC on charge), battle surge (+10 to an attack or
damage roll, or a CMB or CMD check 10/day), focused challenge (+4 attack, 4/day), mighty battle charge (free bull rush, disarm, sunder, or trip combat maneuver), powerful charge (charge deals 2d6+15 damage)
Spell-Like Abilities (CL 20th, concentration +26)
At will—align weapon, bless weapon, stabilize
3/day—command, effortless armor, expeditious retreat, heart of the metal, keep watch, shield
1/day—alarm, greater bladed dash, greater magic weapon, mount, wrathful weapon
Combat Pool 19 points (see Combat Pool below)
Combat Versatility 5/day
Leadership Score 41; Cohort 1 (Fighter 17th), 1 (Ranger 11th); Followers 270 (1st), 24 (2nd); 14
(3rd); 8 (4th), 4 (5th), 4 (6th)
STATISTICS
Str 30, Dex 17, Con 28, Int 20, Wis 23, Cha 22
Base Atk +20; CMB +31; CMD +54
Feats Awesome Blow, Cleave, Great Cleave, Impaling Charge, Improved Bull Rush, Improved Critical
(greatsword), Improved Critical (M, greatsword), Improved Initiative, Improved Initiative (M), Improved Natural Attack (horns), Leadership (score 41, ), Leadership (M), Minotaur's Charge, Mounted Combat, Power Attack, Quick Draw
Skills Diplomacy +23, Handle Animals +27, Intimidate +36, Knowledge (engineering) +23, Perception
+29, Ride +24, Sense Motive +24, Survival +27, Swim +23
Languages Celestial, Common, Dwarven, Elven, Giant, Orc, truespeech
SQ combat pool (19 points), combat versatility (5/day), militant mind (+2 Intimidate), powerful build,
regeneration 10, +4 bonus on his rolls to confirm critical hits, +4 bonus on all Diplomacy, Handle Animal, Ride, and Survival skill checks, the Wandering Phenom template features
SPECIAL COMPANION
Mount, Drogard (Su) LG black greater warhorse (advanced and dire template; obsidian steed); CR 16
(MR 4); Size Huge animal (mythic); Init +15; Senses darkvision 60 ft., low-light vision, scent; Perception +0; AC 50, touch 17, flat-footed 43 (+14 armor, +7 Dex, +20 natural, –1 size); hp 344 (16d8+240 plus 32 mythic); Fort +25, Ref +17, Will +12; Defensive Abilities evasion, improved evasion; DR 10/epic; Resist acid 0, cold 20, electricity 20, fire 20; SR 19; Speed 60 ft.; Melee bite +27 (1d8+15), 2 hooves +25 (3d6+10/19-20); Space 15 ft.; Reach 10 ft.; Str 40, Dex 24, Con 41, Int 10, Wis 25, Cha 23; Base Atk +12; CMB +25; CMD +42 (+46 vs. trip); Feats Awesome Blow, Endurance, Endurance (M), Improved Bull Rush, Improved Critical (hooves), Improved Initiative, Improved Initiative (M), Improved Natural Attack (hooves), Power Attack, Run; Skills Acrobatics +13, Intimidate +15, Perception +13, Survival +13, Swim +21; SQ combat training, devotion, link, multiattack, scent, share spells, tricks (aid, attack, defend, down, exclusive, flank, guard); Equipment +5 improved energy resistance (cold, electricity, fire) spell resistance (19) full plate barding, +3 horseshoes; Mythic Powers fearless, longevity, mythic power (11/day), mythic surge (1d8), mythic sustenance, pierce the darkness, pure body
SPECIAL ABILITIES
Battle Charge (Ex)
The Horned Champion receives a +4 bonus on melee attack rolls on a charge (instead of the normal +2), whether mounted or on foot. Due to the Horned Champion’s offensive focus while charging, he suffers a –2 penalty to his AC after making a charge attack. This penalty applies even when making attacks against the target of his challenge.
Battle Surge (Ex)
The Horned Champion can draw upon his battle training to increase his prowess in combat. As a swift action, he can add 1/2 his Hit Dice or level (minimum 1) to all attack and damage rolls, and to all CMB and CMD checks until the beginning of his next turn. He can use this ability 10 times per day.
Combat Pool (Ex)
The Horned Champion gains a reservoir of combat points that he can draw upon to enhance his prowess in battle. This combat pool has a number of points equal 19. As long as he has at least 1 point in his combat pool, he is considered to have the Quick Draw feat. The Horned Champion can gain 3 feats from his combat pool simultaneously for 1 minute, as a swift action. However, he must expend the required number of points for each feat.
The Horned can spend the following combat pool points to gain the listed feats or effect.
1 point—Critical Focus, Dazzling Display, Great Cleave, Improved Critical, Manyshot, Mounted Archery, Rapid Shot, Ride-By Attack, Spirited Charge, Spring Attack, Stand Still, Vital Strike, Whirlwind Attack
1 point—The Horned Champion may spend 1 combat point to remove the –2 penalty to his AC during a single use of his Battle Charge or Mighty Battle Charge ability.
2 point—Bleeding Critical, Deadly Stroke, Improved Precise Shot, Improved Vital Strike, Mounted Skirmisher, Penetrating Strike
3 point—Crippling Critical*, Deadly Finish†, Greater Penetrating Strike, Greater Vital Strike (*Advanced Player’s Guide, †Ultimate Combat)
Combat Versatility
The Horned Champion gains a combat feat slot for every four Hit Dice or levels he possesses. Each day, the Horned Champion can prepare one feat that he has not learned or qualifies for in each slot. He may chose any feat from those listed as Combat Feats. The Horned Champion must meet the level or base attack bonus prerequisites of these feats, but ignores all other prerequisites. Once the a combat feat is prepared, the Horned Champion is treated as meeting all the feat’s prerequisites for the purpose of learning additional feats.
The Horned Champion must choose and prepare his feats ahead of time by getting 8 hours of sleep and spending 1 hour in physical training. While training, the Horned Champion decides which feats to prepare. A prepared combat feat can be activated as a free action and its effect lasts until combat ends. Once a feat has been activated, it cannot be used again until the Horned Champion rests to regain his combat versatility feat slots per day. More than one prepared combat feat can be activated during combat.
Critical Specialist (Ex)
The save DCs of any effects caused by a critical hit with a weapon from the Horned Champion's chosen weapon group increases by +4.
Deadly Critical (Ex)
Whenever the Horned Champion confirms a critical hit with a weapon from the Heavy Blade weapon group, he can increase the weapon’s critical damage multiplier by +1 as an immediate action, up to a maximum of x4. He can use this ability 3 times per day.
Deadly Strike (Ex)
The Horned Champion can concentrate his power or take careful aim and pool all of his melee or ranged attack potential into a single, deadly attack. When he does this, the Horned Champion makes a melee or ranged attack against a single target, but makes as many attack rolls as he can, based on his base attack bonus. He makes the attack rolls in order from highest bonus to lowest, as if he were making a full attack. If any of the attack rolls hit the target, the wandering phenom’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the Horned Champion increases the damage of the attack by the base damage dice of the weapon. For instance, if a 14 Hit Dice or level Horned Champion attacking with a greatsword hits with all three attacks, he does 6d6 points of damage with the attack, instead of 2d6 points of damage, before adding any damage modifiers.
Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this ability. If one or more rolls are critical threats, he confirms the critical once using his highest base attack bonus –5. For each critical threat beyond the first, he reduces this penalty by 1 (to a maximum of 0). The wandering phenom only misses on a deadly strike if all the attack rolls are missed. He cannot use this ability with a weapon with the scatter weapon quality (blunderbuss, etc.).
Defensive Arsenal (Ex)
The Horned Champion gains a +5 bonus to his touch AC, however, this bonus cannot exceed the sum of the enhancement bonuses of the weapon and shield that Horned Champion is currently carrying.
Divine Immortality (Ex)
The Horned Champion has been granted long life by the gods (1,000 years), and no longer takes penalties to his physical ability scores from advanced age.
Focused Challenge (Ex)
The Horned Champion gains the cavalier’s challenge ability and has selected the Heavy Blades group of weapons from those listed in the fighter’s weapon training ability. Whenever the Horned Champion uses this ability, he gains a +4 circumstance bonus on attack rolls made against the target of his challenge with any weapon from the Heavy Blades group. He also adds this bonus to any combat maneuver checks made when using Heavy Blade weapons and to his Combat Maneuver Defense when defending against disarm and sunder attempts made against Heavy Blade weapons. The Horned Champion must be wielding a weapon from the Heavy Blades weapon group to use the focused challenge ability. The Horned Champion can use this ability four times per day.
Fortification (Ex)
The Horned Champion can use his armor to shield critical areas from injury and his armor gains the moderate fortification special ability. This fortification does not stack in any way with armor that has these special abilities. In these cases the Horned Champion takes the better of the two fortifications.
Immovable (Su)
Once per day, the Horned Champion gains a +20 bonus to one grapple check to avoid one of the following: an improved grab, a Strength check to avoid bull rush, improved bull rush, or trip, a Strength check against physical or magical effect that would move him, or any one save throw.
Indestructible (Ex)
The Horned Champion gains complete immunity to critical hits and sneak attacks while he is wearing armor. In addition, unless his armor has the fragile armor quality, it cannot be sundered while he is wearing it.
Mighty Battle Charge (Ex)
The Horned Champion doubles the threat range of any weapons wielded during a charge while mounted or on foot. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the Horned Champion can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity. The Horned Champion continues to suffer the –2 penalty to his AC after making a charge attack.
Powerful Build (Ex)
The Horned Champion is considered Large when subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), if doing so is advantageous to him, and when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. He can also use weapons designed for a creature of Large without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change his size category.
Tenacity (Ex)
The Horned Champion gains a +5 bonus on Will saves against fear and on all Intimidate skill checks made to demoralize an opponent. If the Horned Champion has the Leadership feat, he also adds this bonus to his leadership score. When the Horned Champion succeeds on an Intimidate skill check against a creature of at least two levels (or Hit Dice) lower than him, that creature must use his move action to take a 5-foot step away from the Horned Champion and becomes panicked. The Horned Champion must be within 5 feet of the creature if wielding a melee weapon, or within 10 feet if wielding a ranged weapon.
The Horned Champion may attempt to force an opponent of higher level to take a 5-foot step, but doing so increases the Intimidate check’s DC by +1 for every level (or Hit Dice) the opponent is above his level. In addition, the Horned Champion can apply his Strength bonus to any Intimidate checks instead of his Charisma modifier.
Unstoppable (Ex)
Once per day, the Horned Champion gains a +20 to Str checks to break a door, item, or even a wall of force (Str DC 32).
MYTHIC ABILITIES
Mythic Powers hard to kill, mythic power (23/day), surge (+1d12), amazing initiative (+10),
recuperation, mythic saving throws, force of will, unstoppable, immortal, legendary hero
Path Powers champion’s strike (sudden attack), critical master (x2), divine source, destroyer, ground
shaker, juggernaut, legendary champion, maximized critical, perfect strike, punishing blow, titan’s bane
ECOLOGY
Environment any
Organization solitary (unique) or 2-4 (Stonewatch: The Archwizard of Assentia, The Divine Emissary
of Light, The Grand Sage, The First Guardian, The Master Trickster, The Patriarch of the Mithral Forest)
Equipment +5 ghost touch mythic undead bane large greatsword called Raven (see below), +4 holy
wounding adamantine horns, +3 adamantine holy battle gauntlets, +2 minotaur double crossbow of speed and endless ammunition called Mauler, Mantle of the Horned Champion (see below), +5 adamantine heavy shield, bag of holding III, figurine of wondrous power (obsidian steed, advanced dire mythic heavy warhorse called Drogard)
SPECIAL ITEMS
Adamantine Horns +4 holy wounding adamantine horns; these horns are plated in adamantine and
grants him the ability to become immovable 1/day (gains a +20 bonus to one grapple check to avoid improved grab, a Strength check to avoid bull rushes, improved bull rushes, or trips, a Strength check against physical or magical effects that would move him, or any one save throw), and unstoppable 1/day (gains a +20 to Str checks to break a door, item, or even a wall of force [Str DC 32]); SR 21; Powers 3/day–deadly juggernaut, knight’s calling, king’s castle; 1/day–heal
Battle Gauntlets +3 adamantine holy battle gauntlets; Powers 3/day–holy smite; knock-out (on a
critical hit, opponent must make a Fort save DC 17 or be struck unconscious for 1d4+8 rounds); they also functions as gauntlets of the weaponmaster and a ring of the ram
Mantle of the Horned Champion (Unique Item) +5 determination greater cold and fire resistance
mithral full plate that also functions as juggernaut’s pauldrons; Belt functions as a belt of physical might (Str/Con +6), belt of stoneskin, and minotaur belt; Boots function boots of levitation, boots of striding and springing, and boots of the enduring march; Cloak functions as a cloak of resistance +5 and a Lord’s banner of crusades, swiftness, and victory; Helm functions as a helm of teleportation and periapt of wound closure; Ring (Adamantine) functions as a periapt of health, a +5 ring of protection, and a ring of sustenance; Ring (Gold) functions as a periapt of proof against poison and a ring of freedom of movement
Raven, The Blade of General Blackstrom (Legendary Lesser Artifact) +5 ghost touch mythic
undead bane greatsword (see Raven description)
Tattoo (bull skull) This permanent bull skull tattoo (mythic barkskin) grants the Horned Champion a
permanent +10 bonus to his natural armor, DR 10/magic, and DR 5/epic
The Horned Champion's Faith
The Horned Champion is the former mortal Sirjif minotaur hero Therak Quenalthirr. As the Horned Champion, he serves the interests of Jors Guardarm, the God of Honor and Battle and represents the ideals of honor in battle, strength of character, chivalry, and protection of the innocent upon the World of Stonehelm. As a quasi deity, the Horned Champion is the patron of honorable combat, noble sacrifice, battle tactics, discipline, and lawful judgment. His worshipers include brawlers, cavaliers, fighters, inquisitors, paladins, swashbucklers, warpriests, and those who seek justice, fair competition, or a straight forward fight.
The Horned Champion's holy symbol is a black horn and silver sword upon a golden shield, and his favored weapon is the greatsword.
The Horned Champion grants access to the Glory, Nobility, Strength, and War domains, and to the Competition, Duels, Heroism, Honor, Leadership, Resolve, and Tactics subdomains.
The Horned Champion can be located in one of two places; in the City of El-Shen within the El-Shen Empire, or in the Fortress of Horns high in the Sirjif Highlands.