Magic Resistance. Arkaran has advantage on saving throws against spells and other magical effects.
Force Absorption. Whenever Arkaran is subjected to force damage, he takes no damage and instead regains a number of hit points equal to the force damage dealt.
Legendary Resistance (4/Day). When Arkaran fails a saving throw, he can choose to succeed instead.
Multiattack. Arkaran makes two Cosmic Rend attacks
Cosmic Rend. Melee Spell Attack: +12 to hit, reach 5 ft., all creatures within 5 ft of it. Hit: 32(6d8 + 5) force damage.
Redirect Attack - When Arkaran gets targeted by an attack, he can use his reaction to redirect the attack and make it hit another target of his choosing. If it's a ranged projectile Arkaran opens up a portal in its path making it briefly disappear and sends it through another portal within 60ft. of him, when the projectile is redirected it attempts to hit the chosen target based on the projectile that attacked him. If it's a melee attack the target must make a DC 22 Dexterity save or be teleported up to 30ft. away and attack the creature Arkaran has chosen.
Portal. As a reaction, Arkaran opens a portal underneath himself, and all creatures within 5ft. of Arkaran must make a DC 20 Dexterity save or fall in with him. Dealing 2d6(+8) force damage to the creatures, and healing him for the same amount.
Arkaran 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. Arkaran regains spent legendary actions at the start of its turn.
Spatial Warp. Arkaran makes one Cosmic Rend attack.
Teleport(Costs 2 Actions). Arkaran magically teleports up to 60ft. into an unoccupied space it can see.
Lair and Lair Actions
Cosmic Keep is a castle that Arkaran pulled out of a world, which he then made into his seat of power. The Keep now drifts aimlessly in the vast void of space.
Lair Actions
On initiative count 20 (losing initiative ties), Arkaran, God of Space takes a lair action to cause one of the following effects; Arkaran can’t use the same effect two rounds in a row:
- Arkaran rips the fabric of reality, forcing 2 creatures he can see within 120 feet to exist within the same space. They are then forced back into their own spaces, taking 10 (3d6) bludgeoning damage and are then knocked prone. The damage can be halved and the creatures can remain standing with a successful DC 15 Dexterity save.
- One creature within 120ft. of Arkaran is transported away, as if under the effects of the Planeshift spell until the end of their next turn.
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