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The Greatest Fighter

Some warriors are born strong. Some are blessed by gods, trained by monsters, or armed by nations. The Champion had none of these advantages. They simply refused to stop improving. Over a lifetime, they defeated every school, studied every weapon, fought in every terrain, and survived wars that erased kingdoms. Their legend is not that they cannot be beaten. It is that no one has yet found a way to beat them twice.

MediumHumanoid(Any humanoid)CR DeadlyUnaligned

The Greatest Fighter

solo bossmartial legendarmy breakerweapon masternonmagicalcritical hit specialistelite humanoidfinal boss
HP540AC+19SPD60 ft.; climb 30 ft.CR18 to 20 with weapon attacks; 16 to 20 with Perfect StrikeAcrobaticsAthleticsInsightIntimidationPerceptionSurvival
STR
30
save
DEX
26
save
CON
28
save
INT
16
WIS
22
save
CHA
20
Absolute Discipline. The Champion has advantage on saving throws against being charmed, frightened, paralyzed, restrained, stunned, or knocked prone. It can also end one such effect on itself at the start of each of its turns.
Critical Mastery. The Champion's weapon attacks score a critical hit on a roll of 18, 19, or 20. When it scores a critical hit, the target must succeed on a Constitution saving throw or suffer one of the following effects chosen by the Champion: be knocked prone, be disarmed of one held object, be unable to take reactions until the end of its next turn, or have its speed reduced to 0 until the end of its next turn.
Controlling Reach. The Champion can make opportunity attacks without using its reaction, but no more than once per turn. It can also make opportunity attacks when creatures teleport or move by forced movement within its reach.
Every Weapon, Every Style. The Champion can use any weapon, armor, or shield without penalty. It can draw, stow, or switch weapons once on each of its turns without using an action.
Impossible Reflexes. The Champion can take two reactions per round, but only one reaction on the same turn. It regains both reactions at the start of its turn.
Combat Instinct. The Champion has advantage on initiative rolls. It cannot be surprised while conscious, and other creatures do not gain advantage on attack rolls against it solely because they are hidden from it.
Formation Breaker. The Champion's weapon attacks ignore resistance to bludgeoning, piercing, and slashing damage. Once per turn, when it deals weapon damage to an object or structure, it deals an additional 27 damage.
Legendary Resistance. The Champion has three uses of Legendary Resistance. If it fails a saving throw, it can choose to succeed instead.
Supreme Mobility. The Champion can move through the space of any creature of Large size or smaller. The first time it enters a creature's space on a turn, that creature takes 10 bludgeoning damage and must succeed on a Strength saving throw or fall prone. A creature can be affected only once per turn.
Martial Stances. The Champion has mastered every conventional martial discipline. At the start of each of its turns, it can choose one stance, gaining its benefit until the start of its next turn: Duelist, gaining a bonus to AC against one creature it can see; Vanguard, gaining advantage on Strength checks and saving throws and dealing 7 extra damage on melee hits; Skirmisher, doubling its jump distance and gaining immunity to difficult terrain; or Marksman, ignoring disadvantage on ranged attacks and gaining a bonus to ranged attack rolls.
Martial Mastery. The Champion can use one of the following maneuvers immediately after hitting with a weapon attack, no more than once per attack: Disarming Blow, forcing a Strength saving throw or causing one held object to fall; Trip Attack, forcing a Strength saving throw or knocking the target prone; Menacing Attack, forcing a Wisdom saving throw or frightening the target until the end of the Champion's next turn; or Pushing Attack, forcing a Strength saving throw or pushing the target up to 20 feet. The Champion can use each maneuver any number of times.
Momentum of Victory. When the Champion reduces a creature to 0 hit points, it can immediately move up to half its speed and make one weapon attack. This movement does not provoke opportunity attacks.
Multiattack. The Unconquered Champion makes five attacks, using any combination of Severing Greatsword, Stormbow, and Crushing Fist. It can replace one attack with a maneuver listed in its Martial Mastery trait.
Severing Greatsword. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 21 () slashing damage. If the target is Large or smaller, the Champion can force it to make a Strength saving throw. On a failure, the target is knocked prone or pushed up to 15 feet, the Champion's choice. The Champion scores a critical hit on a roll of 18, 19, or 20.
Stormbow. Ranged Weapon Attack: to hit, range 150/600 ft., one target. Hit: 19 () piercing damage. The attack ignores half and three-quarters cover. The Champion scores a critical hit on a roll of 18, 19, or 20.
Crushing Fist. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 17 () bludgeoning damage. If the target is Huge or smaller, it must succeed on a Strength saving throw or be grappled and restrained by the Champion until the grapple ends. The Champion can grapple only one creature at a time.
Whirlwind Advance. The Champion moves up to its speed without provoking opportunity attacks and makes one Severing Greatsword attack against up to three creatures it passes within reach of during this movement. Each attack must target a different creature.
Rain of Blades. The Champion chooses up to five creatures it can see within 60 feet. Each target must make a Dexterity saving throw, taking 35 () slashing damage on a failed save, or half as much damage on a successful one. The Champion then moves up to half its speed and can make one Severing Greatsword attack.
Perfect Strike. The Champion makes one weapon attack. On a hit, the attack deals an additional 27 () damage, and the target must succeed on a Constitution saving throw or be stunned until the end of its next turn. This attack is a critical hit on a roll of 16, 17, 18, 19, or 20.
Deflect and Reposition. When the Champion is hit by an attack, it reduces the damage by 25 and moves up to 15 feet without provoking opportunity attacks. If this movement causes the attacker to lose reach or line of sight, the attack still deals the reduced damage.
Read the Footwork. When a creature within 10 feet of the Champion willingly moves, the Champion makes one Severing Greatsword attack against that creature. On a hit, the creature's speed becomes 0 for the rest of the turn.
Measured Step. The Champion moves up to half its speed without provoking opportunity attacks or makes one Crushing Fist attack.
Instantaneous Assault. The Champion makes one Severing Greatsword or Stormbow attack.
Breaking Formation (Costs 2 Actions). The Champion uses Whirlwind Advance or moves up to its speed and makes one weapon attack.
Punish the Opening (Costs 2 Actions). The Champion makes one weapon attack against a creature that has missed it since the end of the Champion's last turn. On a hit, the attack deals an extra 18 () damage.
Grandmaster's Answer (Costs 3 Actions). The Champion uses Rain of Blades or Perfect Strike without expending its action.
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