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.
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.
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.
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
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