Enforcer. The Claw of the Dragon destroys the enemies of the Legion of Ash.
Fire Charges. The claw uses charges to fuel its fire. If the claw begins a turn with no charges it gains 1. The maximum number of charges the claw can hold at any given point is 1. All fire summoned by the claw damages objects in the area and ignites flammable objects that aren't being worn or carried.
Indomitable (2/Day). The claw rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, the claw can regain 20 hit points.
Multiattack. The claw makes three attacks with its greatsword, light crossbow, or fire charge
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage, plus 7 (2d6) slashing damage if the claw has more than half of its total hit points remaining.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage, plus 7 (2d6) piercing damage if the claw has more than half of its total hit points remaining.
Claw of the Dragon. The claw is resistant to fire damage. If a creature makes an attack with fire damage, the claw redirects the attack on a fail.
Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.
Description
Basic Actions (1 Charge):
Flaming Sword. Melee Weapon Attack: +6 to hit. The scale summons a flickering flame surrounding his greatsword. The flame lasts for 2 turns. While the flame is active, all attacks made with it do an additional 6 (2d6) fire damage.
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