Medium Humanoid (Human), Any Alignment
Armor Class 19 (scale mail, shield, fighting style)
Hit Points 142 (19d10 + 38)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws STR +8, DEX +7, CON +7, INT +6
Skills Athletics +9, History +7, Insight +7, Persuasion +10
Senses Passive Perception 11
Languages All Cymric (Celtic-Welsh), Common Anglo-Saxon any one language (usually Common)
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Action Surge (1/short rest). On his turn, King Arthur can take an additional action on top of his regular action and a possible bonus action.

Aura of Courage. King Arthur and friendly creatures within 10 feet of him can’t be frightened while he is conscious.

Aura of Protection. Whenever King Arthur or a friendly creature within 10 feet of him must make a saving throw, the creature gains a +4 bonus to the saving throw as long as the King Arthur is conscious (included in his statistics).

Channel Divinity (1/short rest). King Arthur can channel his divinity through the two following features.

Royal Challenge. King Arthur calls out a provocation to creatures he selects that are able to see him and with 30 feet. A challenged creature makes a DC 18 Wisdom saving throw or can’t choose to move further than 30 feet away from King Arthur until he dies, is incapacitated, or a creature is moved more than 30 feet away from him by another effect.

Warrior Rally. King Arthur can use a bonus action to call out a rallying cry to creatures he selects that are able to see him and within 30 feet. If a selected creature has no more than half of its hit points, it regains 1d6+4 hit points.

Cleansing Touch (4/long rest). King Arthur can use his action to end one spell on himself or on one willing creature that he touches.

Divine Sense (5/long rest). The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.

Divine Smite. When King Arthur hits a creature with a melee weapon attack, he can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

Lay on Hands (75 points). As an action, King Arthur can touch a creature and restore a number of hit points to it, up to the maximum amount remaining in this pool. Alternatively, he can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it.

Royal Fortitude. King Arthur has advantage on saving throws made to resist the paralyzed and stunned conditions.

Second Wind (1/short rest). On his turn, King Arthur can use a bonus action to regain 1d10+4 hit points.

Spellcasting. King Arthur is a 7th-level spellcaster that uses Charisma as his spellcasting ability (spell save DC 18; +10 to hit with spell attacks). He has the following spells prepared from the paladin’s spell list:
     1st-level (4 slots): bless, command, compelled duel, detect evil and good, detect magic, divine favor, shield of faith
     2nd-level (3 slots): aid, find steed, lesser restoration, warding bond, zone of truth
     3rd-level (3 slots): aura of vitality, magic circle, remove curse, spirit guardians
     4th-level (2 slots): banishment, death ward, guardian of faith

Tactical Focal Point. Arthur selects a 10- foot square to be his tactical focal point as a bonus action or as part of the attack action, choosing a Tactic to apply to it (see page 8). This lasts until he cannot take actions or uses this feature again. Each time Arthur completes a long rest, he can swap one of these benefits for a different one: Area Clear, Cover the Flank, Run Away!

Tactical Mastery (3/long rest). King Arthur uses part of his Attack action or a bonus action to take mastery of the battlefield, granting it to himself and allies within his focal point by expending uses of this feature. A creature that is granted a use of King Arthur’s Tactical Mastery can either regain 2d10 hit points when it is granted (any hit points greater than its maximum are temporary hit points) or use it to deal an extra 2d10 damage with an attack.

Holy Avenger. While King Arthur is wielding his sword Excalibur, he and all creatures friendly to him and within a 10-foot radius have advantage on saving throws against spells and other magical effects.

Actions

Extra Attack. King Arthur attacks twice whenever he takes the Attack action on his turn.

Excalibur. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d8+8) magical slashing damage plus 4 (1d8) radiant damage. If the target is a fiend or undead, it takes 11 (2d10) radiant damage.

Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.

Reactions

Loyalty to the Crown. King Arthur can use his reaction to take the damage from an attack that would otherwise damage a creature within 5 feet of him. He is unable to reduce or prevent the damage he takes from this attack.

Description

Immune to disease

Monster Tags: NPC

Habitat: DesertUrban

Jyuro

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