Legendary Resistance (3/Day). If King Arthur fails a saving throw, he can choose to succeed instead.
Magic Weapon. King Arthur's attacks are magical.
Magic Resistance. King Arthur has advantage on saving throws against spells and other magical effects.
Excalibur Scabbard. King Arthur regains 20 hit points at the start of his turn if he has at least 1 hit point.
Brave. King Arthur has advantage on saving throws against being frightened.
Heroic Aura. all the allies of King Arthur in a 20-foot-radius from him are inspired by his heroism and imbuded with bravery. they are immune to being frightened and gain an advantage on saving throws against spells and other magical effects.
Summon Llamrei. King Arthur summon his warhorse LIamrei, he can then choose to mount it to charge into battle. when mounted on LIamrei, King Arthur gains a walking speed of 60 ft. if King Arthur is knocked prone while mounting LIamrei he automaticaly dismounts and return at his normal walking speed.
If King Arthur is mounted and is moving at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, LIamrei can make another attack with its hooves against it as a bonus action.
Multiattack. King Arthur can chose to attack two times with his sword Excalibur or one time with his spear Rhongomyniad.
Excalibur Swing. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) slashing damage plus 10 (3d6) radiant damage.
Rhongomyniad Thrust. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 10 (3d6) radiant damage.
Carnwennan Shadow. King Arthur magically turns invisible until he attacks or until his concentration ends (as if concentrating on a spell). Any equipment King Arthur wears or carries is invisible with him.
The Light of Thirty Torches. King Arthur raise Excalibur and the holy sword emits a brilliant light that has the potential to blind all hostile creatures in a 30-foot radius centered on the sword. Each hostile creature in that area that can see the sword must make a DC 17 Constitution saving throw or be blinded until the end of its next turn.
Imposing Presence. Each creature of King Arthur's choice that is within 120 feet of him and aware of his presence must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to King Arthur's Imposing Presence for the next 24 hours.
Leadership (Recharges after a Short or Long Rest). For 1 minute, King Arthur can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand King Arthur. A creature can benefit from only one Leadership die at a time. This effect ends if King Arthur is incapacitated.
Pridwen. King Arthur raise his shield Pridwen and parry one attack. King Arthur must make a DC 16 Strenght saving throw, on a successful saving throw he takes half the damage.
King Arthur can take 3 Legendary Actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. King Arthur regains spent Legendary Actions at the start of his turn.
Counterattack. King Arthur makes one attack with Excalibur.
Move. King Arthur moves up to half his speed.
Holy Hand Grenade of Antioch (Costs 2 Actions): King Arthur takes out the Holy Hand Grenade of Antioch and pulls the pin. King Arthur then throw the grenade up to 30 feet from where he stands. It affects a 20-foot radius sphere centered on the point to which he threw it. Each creature in that area must succeed on a DC 15 Dexterity saving throw. taking 8d6 radiant damage plus 8d6 fire damage on a failed saving throw, or half as much on successful one.
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Description
King Arthur Pendragon: son of Uther Pendragon, Aprentice of Merlin the Wizard, King of Camelot, Lord of the great city of Avalon and leader of the Knights of the Round Table.
King Arthur is armed with the holy sword Excalibur (whoose magic scabbard has the power of heal any wound), the spear Rhongomyniad, the magic knife Carnwennan and the shield Pridwen. his steed is the mighty warhorse LIamrei.
King Arthur lead his army togheter with the Knights of the Round Table to defend the Kingdom of Camelot from the invasions of Barbarian Tribes, Saxon Warriors and Roman Legions. during his adventures he has slain Giants, Dragons, Hags and many other evil creatures.
in the end King Arthur was mortaly wounded by the traitor knight Mordred during the Battle of Camlann, he died bleeding because the scabbard of Excalibur was stolen before the start of the battle by his evil half-sister: the Sorceress Morgan.
Lair and Lair Actions
The city of Avalon is the capital of the Kingdom of Camelot and home of King Arthur.
Lair Actions
On initiative count 20 (losing initiative ties), King Arthur takes a lair action to cause one of the following effects; King Arthur can’t use the same effect two rounds in a row:
- Merlin the Wizard help King Arthur with his magic: a storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point King Arthur can see. a bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one.
- if outdoor King Arthur can call his army to help him in battle. King Arthur can summon 3d6 Veterans or 2d4 Knights at his orders.
Regional Effects
The region containing Avalon have the following effects:
- There’s a great population of Veterans, Kinghts and Commoners in Avalon and the surrounding area.
- No creature can teleport in or out of Avalon without Merlin and King Arthur begin aware of it.
- No spell or effect can change or alter the weather in Avalon unless Merlin or King Arthur choose to allow it.
Previous Versions
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10/25/2021 9:04:02 AM
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Coming Soon
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