True Devil's Sight. Nothing impedes Claws sight.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Rejuvenation. A destroyed Claw gains a new body in 1d4 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of his scythe.
Deadly Critical. Claw scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice.
Whirlwind of Blood. A magical aura of blood surrounds Claw in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6) Necrotic damage.
Undead Fortitude. If damage reduces Claw to 0 Hit Points he must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a Critical Hit. On a success, Claw drops to 1 hit point instead.
Revival. When claw dies he revives with half health, limit 1 per 3 days.
Death Wings. Claw has a Flying speed equal to his walking speed.
Raid Boss. When fighting Claw the pressure increases, all Flying is disabled in a fight with Claw.
Multiattack. Claw makes four melee attacks.
Death Scythe. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 7 (1d6 + dex) slashing damage. If the target is a creature, it must make a DC 16 Constitution saving throw. On a failure, the creature drops to 0 hit points. On a success, the creature takes 10 (3d6) psychic damage.
Scythe. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 7 (1d12 + dex) slashing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5ft, one target. Hit: 7 (1d20 + dex) piercing damage.
Spellcasting. Claw is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12to hit with spell attacks). Claw has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door 5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill
Evil Laugh. At the end of current initiative track reroll Initiative.
Imbue With Blood. Claw imbues his weapon with his own blood, deal extra 1d8 damage till end of round.
Devilish Charisma. Make a contesting Charisma check with Target (ignore line of sight). On a success Claw forces one status effect on opponent. For 1 turn.
Rebuke. Everyone adjacent to Claw must make a DC 18 Dexterity Saving throw or be pushed back 5ft and take 1d8 force damage.
Drain. Everyone adjacent to Claw must make a DC 17 Dexterity Saving throw or take 1d6 necrotic damage. Claw heals for amount dealt.
Legendary Resistance (3/Day). If Claw fails a saving throw, he can choose to succeed instead.
Bloody Spears. Ranged Magic Attack: 23 save dc, one target. Hit: 36 (4d12 + 10) piercing and necrotic damage. Spears of Blood erupt from the ground at targets feet.
Corrupt. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit: 7 (3d10 + dex) necrotic damage. If this attack kills target, target falls under Claws control at half life.
Iron Maiden. Once claw has been reduced to 50 hp or below he gains the ability to use Iron maiden 1 per day. Iron maiden instantly kills target, no ifs ands or buts. you are dead. uses 3 legendary actions.
Description
Claw is the Avatar of CLAW the immortal of death
CLAW is the True ruler of the underworld and is known as a god slayer. He is often thought of as a reaper or headless creature however the truth is that he is a Red Panda standing at barley a foot tall. He is an extremely powerful creature and Has an enormous ego. He uses excessively large objects in an attempt to feel big but it tends to have an opposite effect. Despite being clearly evil he often quite fun to hang out around, he is very much insane and tends to be a walking comedy.
Lair and Lair Actions
Claws lair is the underworld.
While in claws lair you take 1d4 damage every turn, additionally Claw cannot be killed by anyone but another immortal while residing in his realm.
Claw also gains additional ally: "Mummy"
Previous Versions
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