Violent Aura: Any creature hostile to the Champion of Violence that starts its turn within 20 feet must make a DC 21 Wisdom saving throw. On a failed save, the creature takes 2d4 psychic damage. On a save, the creature takes no damage.
Magic Resistance: The Champion of Violence has advantage on saving throws against magic and magical spells.
Magic Weapons: The Champion of Violence's weapon attacks are magical.
The Champion of Violence makes four (4) attacks; one (1) with its bite, one (1) with its claw, and two (2) with its longsword.
Bite (1): Melee Weapon Attack: +14 to hit, 5 ft. reach. 4d6+6 piercing damage. The target then must make a DC 21 constitution saving throw or become poisoned. While poisoned, the target cannot regain hit points and takes 6d8 poison damage at the start of its turn. The target can repeat the saving throw at the end of its turn.
Claw (1): Melee Weapon Attack: +14 to hit, 10 ft. reach. 2d10+6 piercing damage plus 6d6 fire damage.
Longsword (2): Melee Weapon Attack: +14 to hit, 10 ft. reach. 3d10+3 slashing damage.
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