Avoidance. If the warrior is subjected to an effect that allows it to make a saving throw to take only half damage, the warrior instead takes no damage if it succeeds and half damage if it fails.
Brutal Critical. When the warrior can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
Chosen of Vecna. The warrior has advantage on saving throws against being stunned, on Charisma (Deception) made to lie, and Wisdom (Insight) checks to determine whether someone is lying to it. Additionally, the warrior is immune to the detect thoughts spell and other magical effects that would read its mind.
Deathless Zealot. While its Rage is active, the warrior isn't knocked unconscious when it drops to 0 hit points. Instead, it takes its turns as normal and only dies if its Rage ends and it still has 0 hit points. However, the warrior still suffers the effects of taking damage and makes death saving throws.
Additionally, spells with the sole effect of restoring life to a creature don’t need material components when cast on the warrior.
Merciless Combatant. On the warrior's first turn of combat, it can make one additional Maul attack. Additionally, whenever the warrior misses a weapon attack roll, it can make another weapon attack.
Reckless. At the start of its turn, the warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Shadow Skulker. While in darkness, the warrior is invisible to any creature that has darkvision. Additionally, magical darkness doesn't impede the warrior's darkvision.
Unarmored Defense. The warrior's AC includes its Constitution modifier.
Multiattack. The warrior makes three Maul attacks.
Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 13 (2d6 + 6) bludgeoning damage plus and the target must succeed on a DC 18 Strength saving throw or be knocked prone.
If its Rage is active, the attack also deals 3 (1d6) fire damage plus 3 (1d6) necrotic damage. If the target is a creature, it must make a DC 17 Constitution saving throw or have its Constitution score reduced by 1d4. The target dies if its Constitution is reduced to 0. The reduction lasts until the target finishes a short or long rest.
Rage (Recharges after a Short or Long Rest). The warrior enters a battle rage for 10 minutes or until it is knocked unconscious. The rage also ends early if the warrior hasn’t attacked a hostile creature or taken damage since the start of its last turn. While raging, the warrior has advantage on Strength checks and saving throws, and has resistance to all damage except force and radiant damage. Additionally, the warrior's Maul attack gains the following ability (included above):
Ghostfire. The attack deals an extra 3 (1d6) fire damage plus 3 (1d6) necrotic damage. If the target is a creature, it must make a DC 17 Constitution saving throw or have its Constitution score reduced by 1d4. The target dies if its Constitution is reduced to 0. The reduction lasts until the target finishes a short or long rest.
Zealous Presence (Recharge 6). The warrior bellows a fervent battle cry. Any allied creature within 60 feet of the warrior that can hear it, gain advantage on attack rolls and saving throws until the start of the warrior's next turn.
Protective Rebuke. If a creature targets the warrior with an attack roll and doesn’t have advantage, the warrior can impose disadvantage on the attack roll.
Steadfast Bulwark (1/Day). When the warrior fails a saving throw, it can reroll the save.
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