Infernal Constitution. Arkadius has resistance to Cold, acid, poison, and fire damage.
Ring of Evasion (3 charges/day). When Arkadius fails a Dexterity saving throw while wearing it, he can use his reaction to expend 1 of its charges to succeed on that saving throw instead.
Favored by the gods. Twice per short rest, if Arkadius fails a saving throw or misses an attack roll, he can roll 2d4 and add it to the total, possibly changing the outcome.
Empowered Healing. While Arkadius isn’t incapacitated, whenever he or an ally within 5 ft. rolls dice to determine the number of HP a spell restores, he can spend 1 sorcery point to reroll any number of those dice once.
Font of Magic. Arkadius has 10 sorcery points that he regains when he finishes a long rest. He can use sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points as a bonus action.
Spellcasting. Arkadius is a 10th-level spellcaster. Its spellcasting ability is CHA, DC 18, +8 to hit with spell attacks. Arkadius has the following spells prepared:
Cantrips (at will): Chill Touch, Control Flames, Toll The Dead, Vicious Mockery
1st level (4 slots): Cure Wounds, Inflict Wounds, Sheild of Faith
2nd level (3 slots): Enthrall, Silence
3rd level (3 slots): Bestow Curse, Revivify
4th level (3 slots): Dimension Door, Guardian of Faith
5th level (2 slots): Dominate Person
6th level (2 slots): Circle of Death, Heal, Sunbeam
7th level (1 slot): FInger of Death
Arkadius will cast a spell for his action.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 5) slashing damage.
Divine Rebuke. Ranged weapon attack: +8 to hit, range 30 feet., one target. Hit: 10 (2d10) necrotic damage
Arkadius can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Arkadius regains spent legendary actions at the start of its turn.
Claw Attack. He makes a claw attack.
Divine Rebuke. He makes a Divine rebuke attack.
Frightful Presence. Arkadius unleashes the divine energy within himself, toward the creature whos turn ended, causing his eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings sprout from his back. The instant he transforms, the target creature must succeed on a Charisma saving throw DC: 20 or become frightened of him until the end of his next turn.
Description
Long red horns sprout from his forehead. He has grey skin and a white beard and goatee. He wears thin-framed glasses. His clothes are very formal white tuxedo and white pants. His shoes are black and have a shine to them.
Lair and Lair Actions
His castle sits atop a mountain. Not at the summit, rather halfway about 2,000 feet (600 meters) above the ground. One pathway leads to the castle. A forest surrounds the castle for 2 miles (3 kilometers). The castle looks to be withered from time and the elements. The walls crumbling down. around you. The fog creeps into the castle.
Lair Actions
On initiative count 20 (losing initiative ties), Arkadius takes a lair action to cause one of the following effects; Arkadius can’t use the same effect two rounds in a row:
- Everyone inside the lair cant heal for the round.
- Part of the ceiling collapses above one creature. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
Regional Effects
The region containing Arkadius’s castle is cursed by Arkadius, which creates one or more of the following effects:
- The land during the night is covered in a thick fog. Allowing creatures with darkvision to see only 5 feet in front of them
- Every hour a creature is within the forest that surrounds the castle they must make a DC 15 saving throw or be frightened
If Arkadius dies, these effects end almost immediately.
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