Aura of Power. While the Champion has at least 2 hostile creatures within 10 feet of it, it has advantage on all attack rolls.
Weave Breaker. The Champion has advantage on saving throws against spells and magical effects, and has resistance to damage from them.
Combat Regeneration. The Champion heals for 3d12 at the start of each of their turns.
Limited Magic Negation. The Champion emits and anti-magic cone extending out 10 feet from the direction it is facing. And spell of 4th level or lower is negated in that area.
Outnumbered. The Champion gets 3 reactions per turn instead of 1.
Multi-attack. The Champion makes 3 attacks, using at both swords at least once.
Justice. Melee Weapon Attack: +20 to hit, reach 10 ft., 1 target. Hit: 2d10 + 10 slashing damage and 2d8 radiant damage
Peace. Melee Weapon Attack: +20 to hit, reach 10 ft., 1 target. Hit: 2d10 + 10 slashing damage and 2d8 force damage
True Negate (Dispel Magic). The Champion cast's Dispel Magic at 5th level.
Seismic Slam. Each creature within 30 feet of the Champion must make a DC 24 Strength saving throw, taking 3d12 force damage and being thrown 15ft away on a failure. On a success a creature takes half damage and it not thrown.
True Negate (Counterspell). The Champion cast's Dispel Magic at 5th level.
The Champion can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The hollow dragon regains spent legendary actions at the start of its turn.
Attack (1 action). The Champion makes 1 attack with a weapon of its choice.
True Negate (Dispel Magic) (2 actions). The Champion casts Dispel Magic at 5th level.
Seismic Slam (2 actions). The Champion uses Seismic Slam.
Battlefield Dominance (2 actions). The Champion moves up to its movement without provoking attacks of opportunity.
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