Medium Humanoid (Human), Lawful Good
Armor Class 18 plate
Hit Points 304 (32d8 + 160)
Speed 30 ft.
STR
22 (+6)
DEX
17 (+3)
CON
21 (+5)
INT
17 (+3)
WIS
21 (+5)
CHA
15 (+2)
Saving Throws INT +8, CHA +7
Skills Acrobatics +10, Athletics +11, Perception +10
Senses Passive Perception 20
Languages Common
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/day): If Arthur Pendragon fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Arthur Pendragon makes 4 Greatsword attacks.

Greatsword. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit 11 (2d6 + 5) slashing damage + 10 (3d6) thunder damage.

Strike Air Hammer of the Wind King (Recharge 5-6): Each creature in a 30-foot cone must make a DC 15 Constitution saving throw. A creature takes 36 (8d8) thunder damage on a failed save or half as much damage on a successful one. This damage is magical.

Excalibur Sword of Promised Victory (1/day): Each creature in a line 120 feet long and 5 feet wide must make a DC 15 Dexterity saving throw. Each creature takes 52 (8d12) radiant damage on a failed save or half as much damage on a successful one. This damage is magical.

Reactions

Parry: Arthur Pendragon adds 3 to his AC against one melee attack that would hit him. To do so, Arthur Pendragon must see the attacker and be wielding a melee weapon.

Legendary Actions

Greatsword Attack (Costs 1 Action). Arthur Pendragon makes an attack with his greatsword.

Move (Costs 1 Action). Arthur Pendragon walks 30 feet.

Strike Air (Costs 2 Actions). Arthur Pendragon uses Strike Air Hammer of the Wind King.

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

Enter a general description for your monster here.

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.

Karkat_Kitsune

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