Innate Spellcasting. Arkmador's spellcasting ability is Intelligence (spell save DC 23). Arkmador can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, dispel magic
1/day each: confusion, fly, power word stun
Magic Resistance. Arkmador has advantage on saving throws against spells and other magical effects.
Magic Weapons. Arkmador's weapon attacks are magical.
Multiattack. Arkmador makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.
Pincer. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: (3d12 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Arkmador has two pincers, each of which can grapple only one target.
Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 7 (6d4 + 2) bludgeoning damage.
Dark Pulse. Spell Attack, reach 50 ft. circle. Hit: 37 (10d6 + 2) force damage. Creatures in range must pass a DC 15 DEX saving through. If failed, they take full damage and are pushed back 20 ft. If successful, they take half damage and are not pushed back.
Pincer. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: (3d12 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Arkmador has two pincers, each of which can grapple only one target.
Fear Conjuration. Spell Attack: As a legendary action, Arkmador looks deep into the psyche of a creature he can see. The creature must pass a DC 20 CHA saving throw. On a fail, a fearsome foe from the creature’s past is summoned to the battle field with 100 HP and it’s usual stat block. Recharge: 5-6
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