Large Humanoid (Human), Any Lawful Alignment
Armor Class 16 (Heavy Plate)
Hit Points 85 (10d10 + 30)
Speed
STR
16 (+3)
DEX
12 (+1)
CON
18 (+4)
INT
10 (+0)
WIS
14 (+2)
CHA
9 (-1)
Saving Throws STR +5, CON +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Grappled
Senses Passive Perception 14
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Guardian’s Protection: The Defender can use its reaction to grant a +2 bonus to AC of an allied creature within 5 ft. when it is hit by an attack.

Last Stand: When reduced to 0 hit points, the Defender can make one melee attack before falling unconscious.

Actions

Greatsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 3) slashing damage.

Shield Bash: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage and target must succeed on a DC 15 Strength saving throw or be knocked prone.

Reactions

Guardian’s Protection (Protective)
Reaction (defensive): When an allied creature within 5 feet of the Defender is hit by an attack, the Defender can use its reaction to grant the target a +2 bonus to AC, potentially causing the attack to miss.

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.

Lamonie

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