Medium Humanoid, Lawful Good
Armor Class 21 (King's Armour)
Hit Points 238 (28d8 + 112)
Speed 40 ft., Swim 40 ft.
STR
24 (+7)
DEX
20 (+5)
CON
16 (+3)
INT
18 (+4)
WIS
20 (+5)
CHA
24 (+7)
Saving Throws STR +14, DEX +12, CON +10, INT +11, WIS +12, CHA +14
Skills Athletics +14, Perception +12
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 22
Languages Common
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Chivalric Honour. If Artoria is engaged in an honourable duel and scores a critical hit, she rolls damage dice three times, instead of twice.

Instinct. Artoria cannot be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against her unless she is incapacitated.

King's Armour. Artoria wears a magical set of plate armour which cannot be removed from her person unless she allows it, even if she is incapacitated. She can choose to magically don or doff her armour as a bonus action.

King of Knights. Unless Artoria is incapacitated, each non-hostile creature within 120 feet of Artoria that can either see or hear her can choose to add a d12 to an attack roll or saving throw it makes. A creature can apply this bonus once per round.

Legendary Resistance (3/Day). If Artoria fails a saving throw, she can choose to succeed instead.

Limited Magic Immunity. Artoria can't be affected or detected by spells of 6th level or lower unless she wishes to be. She has advantage on saving throws against all other spells and magical effects.

Rising Momentum. Artoria can move along vertical surfaces during her turn without falling during her move.

Standing Leap. Artoria's long jump is up to 50 feet and her high jump is up to 20 feet, with or without a running start.

Timeless Form. Artoria cannot be aged magically nor does she physically age.

Vivian's Blessing. Artoria can stand on water as if it were a solid surface and difficult terrain comprised of water does not affect her.

Actions

Multiattack. Artoria makes three attacks with Excalibur. She can forgo one attack to use Air Strike.

Excalibur. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage, or 23 (3d10 + 7) slashing damage if used with two hands, plus 19 (3d12) radiant damage.

Air Strike. Artoria unleashes a blast of air in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from Artoria or knocked prone (Artoria's choice). On a success, a target takes half the bludgeoning damage, but is neither pushed or knocked prone. If Invisible Air is not active, Artoria cannot use this action and using this action ends the effects of Invisible Air.

EXCALIBUR (Recharges after a Long Rest)! Artoria fires a beam of holy light from Excalibur in a 1,000-foot line that is 20 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 130 (20d12) radiant damage on a failed save, or half as much damage on a successful one. Objects and structures fully within the line also take this damage unless it is an artefact. A creature slain by this effect is disintegrated along with any equipment it was wearing or carrying except for artefacts. In addition, if the creature takes an amount of damage greater than or equal to half its maximum hit points, it is stunned for 1 minute.

Artoria must then succeed on a DC 22 Constitution saving throw, gaining three levels of exhaustion on a failed saving throw, or gaining one level of exhaustion on a successful saving throw. Artoria cannot use this action if Invisible Air is active.

Bonus Actions

Invisible Air. Artoria turns Excalibur invisible. Artoria can choose to end this effect as a bonus action. Whilst Excalibur is invisible, each attack made with Excalibur deals an additional 9 (2d8) slashing damage, or 11 (2d10) slashing damage if used with two hands.

Mana Burst. Immediately after Artoria hits a target with an attack roll, she can force that target to make a DC 22 Constitution saving throw. The target takes 39 (6d12) force damage on a failed saving throw, or half as much damage on a successful saving throw.

Reactions

Parry. Artoria adds +7 to her AC against one melee attack that would hit her. To do so, Artoria must see the attacker and be wielding a melee weapon.

Legendary Actions

Artoria 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. Artoria regains spent legendary actions at the start of her turn.

Charge. Artoria moves up to half her movement speed.

Detect. Artoria makes a Wisdom (Perception) check.

Slash. Artoria makes one attack with Excalibur.

Blade Sweep (Costs 2 Actions). Artoria makes one attack with Excalibur against each creature of her choice within range.

Description

"A man without fear cannot be wise." - Saber

Excalibur. Artoria is famous for many reasons but her most defining feature is the blade she carries. This holy weapon is known as Excalibur and no words can be used to describe its craftsmanship or power. Even calling it beautiful would only dirty it, such is the power of Excalibur. Though others may wield it, few can use the power of Excalibur like Artoria can.

King of Knights. History remembers Artoria as King Arthur, all legends about the mythical king of Britain actually referring to Artoria. It was Artoria who pulled Caliburn from the stone. It was Artoria who led Camelot to glory. It was Artoria who founded the Round Table. It was Artoria who wielded Excalibur. Nobody knows more about honour and chivalry than the once and future king.

Servant. Before death could claim her, Artoria agreed to become a Heroic Spirit who could be summoned as a Servant, a special type of familiar that very few can summon. The magic that bounds and calls Artoria forth stems from the Holy Grail and without it, she returns to the point of her death. Like other participants in a Holy Grail war, Artoria desires to claim the Holy Grail and use its power to save her kingdom from ruin.

Variant: Avalon

Excalibur is one piece of a set. The blade has a scabbard that carries power even greater than the legendary blade it holds. The scabbard, known as Avalon, is Artoria's third Noble Phantasm, though it is unique. Before her death, Artoria lost Avalon which means it does not appear with her when summoned. For Artoria to harness the power of Avalon, she must find it again. If reunited with it, Artoria's already incredible power multiplies several times over and makes her nearly invincible.

If Artoria has reclaimed Avalon, her challenge rating increases by 4 and she gains the following features:

New Reaction: Ultimate Bounded Field (Recharge 5-6). In response to being targeted by an attack, spell, or magical effect, Artoria casts Otiluke's Resilient Sphere on herself without requiring material components or concentration. The spell lasts until the start of Artoria's next turn and the sphere cannot be picked up or moved by anyone other than Artoria.

New Trait: Eternal Life. Artoria regains 30 hit points at the start of her turn. If Artoria's brain is completely destroyed, this trait ceases to function. Artoria dies only if she starts her turn with 0 hit points and doesn't regenerate.

New Trait: Excalibur's Hilt. Artoria can use EXCALIBUR! four times per long rest instead of just once. In addition, Artoria has advantage on her saving throw against gaining levels of exhaustion from using EXCALIBUR! and if her saving throw is successful, she gains no levels of exhaustion.

Monster Tags: humanoidHuman

Habitat: Urban

TomTedH

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