Medium Humanoid, Chaotic Neutral
Armor Class 18 Natural Armor
Hit Points 526 (20d8 + 3)
Speed 60 ft.
STR
15 (+2)
DEX
20 (+5)
CON
14 (+2)
INT
20 (+5)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +6, DEX +9, INT +9
Skills Acrobatics +9
Damage Resistances Bludgeoning from non magical attacks
Senses Passive Perception 20
Languages All Arthur is well versed on all the world leading him to know all languages. Common, Elvish, Infernal, Giant.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Stunning Strike: as an action he may strike an enemy in the back making them unable to move. The target must succeed a DC 17 Constitution saving throw, or be stunned.


Spellcasting. Arthur is a 10th level spellcaster. Its spellcasting ability is Intelligence  (spell save DC 20, +10 to hit with spell attacks). Arthur has following Wizard spells prepared:
Cantrips (at will): Mage Hand,  Eldritch Blast, Prestidigitation, Mold Earth.
1st level (3 slots):  , Thunderwave, Feather fall, Sheild, Disguise self, Charm Person, Vampiric Touch.

2nd level 3 slots: Hold person, Misty Step

3rd level 3 slots: Counterspell, Lightning Bolt, Haste.

4th Level 3 slots: Greater Invisibility, Polymorph, Control water.

5th level 2 slots: Dominate person, Hold Monster.

Actions

Well Placed Blow: As an action Arthur can punch an enemy in the stomach causing them internal bleeding. +10 to hit, reach 5 ft, 1 target. Damage:(2d8+5) On the start of every turn the target takes an additional 1d4 blugeoning damage.

Melee Trident Attack: +8 to hit, reach 5 ft., 1 target. Hit: (3d6 + 2) Piercing damage. This attack counts as magical for overcoming resistances. 

Action Ranged Attack. Ranged Crossbow Attack: +10 to hit, range 120/240 ft., 1 target. Hit: (2d10 + 5) Piercing damage.

Bonus Actions

Arthur may use his bonus action to dash, take a potion, make a melee fist attack +10 to hit 1d8+5. And any other bonus actions of normal creatures.

Reactions

Deflect Missile: As a reaction Arthur may use his reaction to catch any missile from a ranged weapon attack. He may reduce the damage by 1d10+10

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

Arthur is a character for an ongoing campaign I have been writing :)

Arthur Vainknight is a Wizard/Monk creature. He has short grey hair, a compass around his neck, a large heavy crossbow, a black jacket with gold buttons, and a red trident appearing to be made of glass. He lives in a large magical city called Donan.Donan is on the edge of a cliff overlooking the sea.

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.

Habitat: Urban

Immerallcross37

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