Indomitable (2/Day). The champion rerolls a failed saving throw.
Multiattack. The champion makes three Longsword or Crossbow, Hand attacks.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage, plus 7 (1d8) slashing damage if the champion has more than half of its total hit points remaining.
Crossbow, Hand. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.
Second Wind (Recharges after a Short or Long Rest). The champion regains 20 hit points.
Parry. Alexander adds 3 to its AC against one melee attack that would hit it. To do so, the soldier must see the attacker and be wielding a melee weapon.
Legendary Resistance (1/Day). If Alexander fails a saving throw, he can choose to succeed instead.
Blade Dash (Takes a full action). Alexander moves up twice his speed without provoking opportunity attacks, then makes one attack with his Longsword. He can make one attack against each creature he moves past.
Description
Champions are mighty warriors who have honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers.
A typical champion bears a coat of arms, heraldry that is associated with the champion far and wide.
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