Dragonborn Champion - AI-generated fantasy Monster

Dragonborn Champion

The Dragonborn Champion earned the title after holding a breached section of the East Bastion for three hours against an overwhelming raiding force. Their name has been deliberately replaced by the title, emphasizing that the office belongs to the bastion rather than to any single individual. Some defenders believe the champion's armor contains fragments of an ancient dragon's scale, though the champion refuses to discuss the rumor.

MediumHumanoid(Dragonborn)CR Challenge Rating 5Lawful neutral

Dragonborn Champion

dragonbornchampionsoldierelitebruiserbastion defenderboss-adjacent
HP95ACChoose acid, cold, fire, lightning, or poison when creating the champion. This determines the breath weapon damage type.SPD30 ft.CR5 (1,800 XP)AthleticsIntimidationPerceptionPersuasion
STR
19
save
DEX
14
CON
16
save
INT
10
WIS
12
save
CHA
13
Bastion Resolve. The champion has advantage on saving throws against being frightened. While within 30 feet of the East Bastion standard, the champion is immune to the frightened condition.
Second Wind. As a bonus action, the champion regains 15 hit points. The champion can use this trait once, and it recharges when the champion finishes a short or long rest.
Indomitable. When the champion fails a saving throw, it can reroll the save and must use the new roll. The champion can use this trait once and regains its use after finishing a long rest.
Draconic Armament. The champion's weapon attacks are magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
Draconic Ancestry. The champion's draconic ancestry grants resistance to one damage type and determines the damage type of Draconic Breath. Choose acid, cold, fire, lightning, or poison.
Multiattack. The champion makes two Bastion Greatsword attacks.
Bastion Greatsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 9 () slashing damage, plus 3 () damage of the champion's draconic ancestry type.
Draconic Breath. The champion exhales destructive energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 28 () damage of the champion's draconic ancestry type on a failed save, or half as much damage on a successful one. The champion can use this action once, then must finish a short or long rest before using it again.
Parrying Guard. The champion adds 3 to its AC against one melee attack that would hit it. To do so, the champion must see the attacker and be wielding the Bastion Greatsword.
Protective Intercession. When a creature within 5 feet of the champion targets an ally within 5 feet of the champion, the champion imposes disadvantage on that attack roll by interposing their weapon and armored body.
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