Medium Humanoid, Lawful Neutral
Armor Class 20 Plate
Hit Points 260 (13d20 + 23)
Speed 35 ft.
STR
20 (+5)
DEX
20 (+5)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws STR +10, DEX +10, CON +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 12
Languages Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Sword of the Morning: This creature cannot be persuaded or intimidated.

Actions

Dawn. Melee Weapon Attack: +10 to hit, reach 6 ft., one target. Hit: 17 (2d12 + 5) slashing damage. 

Disarming attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Bonus Actions

Pommel strike. Strike someone with the pommel of your sword, doing 1d6 damage if it hits.

Reactions

Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Arthur Dayne's Superiority die is a d12.  He has 6 dies.

Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Legendary Actions

Last stand (Costs 1 Actions). When Arthur Dayne reaches below half of his hit points he can boost his AC by 2 until end of combat.

For the Prince (Costs 1 action). Gains advantage on Attack Rolls until end of combat.

Arthur Dayne has two legendary actions.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Black hair, white plate armor, an aura of intimidation, clean shaven.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Human

Habitat: Desert

Speven3

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