Fearless. Arthur has advantage on saving throws against being frightened.
Legendary Resistance (3/Day). If Arthur fails a saving throw, he can choose to succeed instead.
Action Surge (1/short rest). Arthur can take one additional action on his turn.
Multiattack. Arthur either makes three Corrupted Inferni attacks or three Voided Chronotwins attacks.
Corrupted Inferni. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (1d10 + 9) slashing damage plus 9 (1d8) fire damage.
Voided Chronotwins. Melee Weapon Attack: +12 to hit, one target. Hit: 10 (1d4 + 8) piercing damage plus 9 (2d8) lightning damage.
Second Wind (1/short rest). Arthur can use a bonus action to regain (1d10 + 9) Hit Points.
Arthur can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Arthur regains spent legendary actions at the start of its turn.
Move. Arthur moves up to its speed without provoking opportunity attacks.
Unarmed Strike. Arthur makes one unarmed strike.
Voided Chronotwins (Costs 2 Actions). Arthur makes one attack with the Voided Chronotwins.
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