Inner lava. if the Arkarak is reduced to 0 hit points and is activated, its inner lava spills out, destroying it's body. each creature, object, or structure within 120 feet of it must make a DC 20 dexterity saving throw. creatures that succeed take half damage. a creature within 30 feet of the Arkarak automatically fails the saving throw. if a creature succeeds the saving throw and is over 100 feet from the Arkarak, it takes no damage. creatures that fail the saving throw take 25d6+30 fire damage, and are knocked prone. if the Arkarak is not activated when reduced to 0 hit points, this ability does not trigger, and the body becomes a heap of nonmagical metal.
Heated Body. A creature that touches the Arkarak or hits it with a melee attack while within 5 feet of it takes 4d10 fire damage.
Heated Weapons. When the Arkarak hits with a metal melee weapon, it deals an extra 4d6 fire damage (included in the attack).
Illumination. The Arkarak sheds bright light in a 20-foot radius and dim light for an additional 20 feet. as a bonus action, the Arkarak can extend or contract each by 10 feet or extinguish the light.
Siege monster. the Arkarak deals double damage to objects and structures.
Multiattack. the Arkarak makes three attacks with it's giant battleaxe, or uses Beam of Fire or Burn, if it can.
Giant battleaxe. +10 to hit, reach 20 feet 1 target. hit: 5d8 + 12 slashing damage plus 4d6 fire damage
Beam of fire (Recharge 5-6). the Arkarak calls down elemental energy from the plane of fire into a beam of fire. a 10-foot radius, 120 foot high cylinder within 120 feet of the Arkarak becomes engulfed in elemental fire. all creatures within that cylinder must succeed on a DC 19 dexterity saving throw or take 25d6 + 50 fire damage. creatures that succeed are pushed to the edge of the cylinder and are blinded for 1 minute. creatures that are within 5 feet of the cylinder when it comes down must succeed on a DC 18 constitution saving throw or be blinded for 1 minute. creatures that are blinded in this way can repeat the saving throw at the end of each of their turns.
Burn (recharge 5-6). the Arkarak calls down elemental energy from the plane of fire into an explosion of heat. each creature, object that isn't being worn or carried, and structure within 60 feet of the Arkarak must make a DC 19 dexterity saving throw or catch on fire. while on fire in this way, a target takes 3d8 + 10 fire damage at the start of each of the Arkarak's turns. this fire can be extinguished with another creature's action, or the creature on fire's action. this fire cannot, however, be extinguished with mundane water, requiring only a small drop of holy water.
the Arkarak can take two legendary action options, 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. the Arkarak regains spent legendary actions at the start of it's turn.
Evaporate (Costs 1 action). the Arkarak evaporates one cube of water up to 20 feet on each side. if the water does not have a direct path to the Arkarak, it cannot evaporate that water. it cannot evaporate holy water. alternatively, the Arkarak can melt a 20 foot cube of ice or snow, or melt and evaporate a 10 foot cube of ice and snow
Thorough fire (costs 1 action). one creature on fire via the Arkarak's burn ability takes 5d8 + 6 fire damage.
Fireball (costs 2 actions). the Arkarak casts Fireball as a third level spell. it does not need to provide the material components.
Description
An Arkarak looks like a huge iron golem, except for the glowing lava in it's eye sockets. there are painfully few Arkaraks in the world, and all enemies of the Efreeti are glad of that. Arkaraks are tools, but they are impossible to control. activated Arkaraks go on a spree of bloody carnage for about five days until the magical lava that powers them runs out. the spree might be extended based on how much resistance the Arkarak meets on it's journey to raze the world. the process to create an Arkarak is similar to creating an iron golem, but the manual of the Arkarak is found, sold, and made only in the city of brass. to create an Arkarak, you must have at least 20 levels in a spellcasting class other than ranger or paladin, or at least 17 levels in the artificer class. each level requirement decreases by two levels if you are an Efreeti. you also must have proficiency in smith's tools. the materials required to create an Arkarak body is 300,000 gp worth of materials in metal, one manual of the Arkarak, one year of work time, and one gallon of lava from the sea of fire. if you have Azer workers, the time requires to make the body is divided by the number of workers you have (plus one if you are working as well). the Azers know what you are trying to do, and will demand 500 gp per day. if you would like to hire non-Azer workers, they must meet the level requirements and have proficiency in smith's tools. the workers might strike, mutiny, or negotiate for better pay according to their normal behavior. to create the magical lava that powers the Arkarak, you must have a legendary magic item at full charges (if it has charges), and 50 gallons of lava from the sea of fire. the magic item is doused in the lava, stripping it of all it's powers. if you are careful, you might be able to retrieve the nonmagical item before it is destroyed in the lava.
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