Brute. A melee weapon deals one extra die of its damage when the mul hits with it (included in the attack).
Extraordinary Toughness. The mul maximum hit point increase by 1 per level. The mul has advantage on saving throws against poison, as well as to resist being charmed or paralyzed.
Multiattack. The mul champion makes four Greatsword or handaxe attacks.
Greatsword (Obsidian). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 5) slashing damage.
Handaxe. Ranged Weapon Attack: +9{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Handaxe"} to hit, range 20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Second Wind (Recharges after a Short or Long Rest). The champion regains 20 hit points.
Combat Superiority. The mul can use its reaction to enact one of the following maneuvers, the saving throw against the attack is 17:
Disarming Attack. When the mul hits a creature with a weapon attack, it can attempt to disarm the target, forcing it to drop one item of the mul’s choice that it’s holding. The mul adds 1d10 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.
Evasive Footwork. When the mul moves, it rolls 1d10 and adds the number rolled to its AC until it stops moving.
Riposte. When a creature misses the mul with a melee attack, it can use its reaction to make a melee weapon attack against the creature. If it hits, it adds 1d10 to the attack's damage roll.
Trip Attack. When the champion hits a creature with a weapon attack, the mul can attempt to knock the target down. It adds 1d10 to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, the target is knocked prone.
Description
Mul champions are found protecting the households of powerful lords and templars. The pinnacle of their mighty race, each champion has trained since birth to fight, in the arena, in the armies of the Sorcerer Kings, and in the service of the wealthy. Free men and women, they earn their pay by laying low their Master's enemies when lesser warriors cannot. They are often a household's Master at Arms, or the head of its security, training the younger, more expendable soldiers in their trade.
Source: 5th Edition Dark Sun Monsters, by Nathan Hasle
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