Medium Humanoid, Lawful Neutral
Armor Class 18 Studded Leather
Hit Points 156 (15d8 + 96)
Speed 30 ft.
STR
22 (+6)
DEX
15 (+2)
CON
17 (+3)
INT
16 (+3)
WIS
18 (+4)
CHA
17 (+3)
Saving Throws STR +12, INT +9, WIS +10
Skills Athletics +11, Insight +9, Intimidation +14, Perception +9
Damage Vulnerabilities Psychic
Damage Resistances Force; Bludgeoning, Piercing, and Slashing from Magic Weapons, Damage from Spells
Condition Immunities Charmed, Deafened, Exhaustion, Frightened
Senses Blindsight 10ft, Passive Perception 18
Languages Common, Deep Speech, Elvish, Infernal, Thieves' Cant
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Heavy Hit. When Arthur gains advantage on a melee attack, he gains 4d6 radiant damage to the attack.

Evasion. When Arthur is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead take no damage if he succeeds on the saving throw, and only half damage if he fails.

Bloodthirst. When Arthur kills a creature, he gains advantage on attacks until the end of his next turn.

Actions

Multiattack. Arthur uses 3 melee and ranged attacks with the Moonlight Greatsword.

Moonlight Greatsword Melee. Melee Weapon Attack: +11 to hit, reach 5 ft., single target. Hit: 15 (2d6 + 9) force damage. 

Moonlight Greatsword Ranged. Ranged Weapon Attack: +11 to hit, range 30 ft., single target. Hit: 21 (4d6 + 9) force damage.

Moonlight Burst (Recharge 4-6). Any creature in a 20 ft radius and 20 ft cylinder centered on Arthur, must succeed a DC 16 Dexterity Saving throw or take 2d8 radiant and 2d8 force damage on a failure and half as much on a success.

Moonlight Slash (Recharge 5-6). A crescent of arcane energy flies from the blade in a 30 ft long, 5 ft wide line in the direction Arthur attacked. Any creature in the line must succeed a Dexterity Save equal to DC 19, taking 8d6 force damage on failure and half as much on a success.

Moonlight Combo (Recharge 6): Any creature within 15 feet of you must succeed a
DC 20 Dexterity saving throw and a DC 20 Athletics (Strength) or Acrobatics (Dexterity) check. On a fail, they take 10d8 force damage, half as much on a success. Failing the Athletics or Acrobatics check, the creature is knocked prone. If a creature adjacent to Arthur is knocked prone, he can spend your Reaction to make an attack against them, dealing an extra 2d12 force damage on hit.

Bonus Actions

Cunning action. Dash, Disengage, or Hide action can be bonus actions.

Steady Aim. Arthur gives himself advantage on his next attack roll on the current turn. He can use this bonus action only if he hasn't moved during this turn, and after he uses the bonus action, his speed is 0 until the end of the current turn.

Arthur's Despise. Arthur chooses one creature that he can see and who can see him; make a Charisma (Intimidation) check, contested by the target's Wisdom (Insight) check. If he succeeds, the creature has disadvantage on its next attack against him.

Hatred. When Arthur hits a creature with a heavy, two-handed melee weapon, he can make one additional attack as a bonus action. This attack can benefit from heavy hit even if he has already used it this turn, but he can't use your heavy hit against the same target more than once in a turn.

Reactions

Uncanny Dodge. When an attacker that arthur can see hits him with an attack, he can use his reaction to halve the attack's damage against him.

LycorisTheBard