Medium Humanoid (Leonin), Lawful Good
Armor Class 17 Half Plate + Shield
Hit Points 200 (18d12 + 60)
Speed 35 ft., Climb 20 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
12 (+1)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +8, CON +7, WIS +7, CHA +7
Skills Athletics +7, History +5, Perception +7, Persuasion +6
Senses Darkvision 120, Passive Perception 17
Languages Common, Leonin, Sylvan, Minotaur
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Crusader's Mantle (2/Day). As a bonus action, holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. For 1 minute, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d6 radiant damage when it hits with a weapon attack.

Indomitable (2/Day). Brimaz can reroll a saving throw it fails. He must use the new roll.

Survivor. Brimaz regains 10 hit points at the start of his turn if he has at least 1 hit point but fewer hit points than half his hit point maximum.

Actions

Multiattack. The champion makes three attacks with its greatsword.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, plus 9 (2d8) slashing damage if the champion has more than half of its total hit points remaining, plus 3(1d6) radiant damage if Crusader's Mantle is activated.

Reactions

Parry. Brimaz adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

King of Oreskos

Monster Tags: humanoid

Habitat: Grassland

Onsgard101

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