Medium Humanoid (Any Race), Any Good Alignment
Armor Class 18
Hit Points 156 (16d12)
Speed 50 ft.
STR
22 (+6)
DEX
18 (+4)
CON
14 (+2)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +10, DEX +8, CON +6
Damage Resistances All
Senses Blindsight, Darkvision, Tremorsense, Truesight, Passive Perception 17
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Hulking Charge. The knight will charge the closest person at full speed up to 50 ft away. Make a DC 14 Dex save and if you fail that make a DC 18 Strength check against being thrown by the slam.

Super Slash. The Champion Knight swings with its greatsword in a wide horizontal slash that does 6d8 damage to everyone within 5 ft.

Leg Sweep. Roll a Dex save at DC 18. If you fail you get knocked prone and take 2d4 damage.

Actions

Multiattack. The White Knight makes up to two greatsword attacks

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 10 (2d8)  slashing damage

Kick. The white knight makes one attack with its foot. On a hit, the target must succeed on a DC 15 Strength saving throw, or be knocked prone.

Foot. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d4)  bludgeoning damage.

Reactions

Quick Dodge. Both roll Dexterity and if your Dex is lower the Champion Knight dodges it. You hit if you get higher. You choose the ruling for a tie

Legendary Actions

All legendary actions are bonus actions for this monster. The DM can not overrule this.

Tri Attack (Costs 1 Bonus Action). The Champion attacks 3 times with its greatsword against one target. (Can do once per 4 turns)

Mythic Actions

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

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A champion that every major noble has.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

SilverArcticWolf

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