Devil's Sight. Magical darkness doesn't impede Akiif's darkvision.
Freezing Weapons. Akiif's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 36 (8d8) cold damage (included in the weapon attacks below).
Innate Spellcasting. Akiif's innate spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium when changing his appearance), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Akiif fails a saving throw, he can choose to succeed instead.
Magic Resistance. Akiif has advantage on saving throws against spells and other magical effects.
Regeneration. Akiif regains 20 points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Akiif dies only if he starts his turn with 0 hit points and doesn't regenerate.
Multiattack. Akiif attacks twice with his flail and once with Karakolon. He can substitute Horrid Touch for Karakolon.
Flail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) piercing damage plus 36 (8d8) cold damage.
Karakolon (Warhammer). Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8+8) bludgeoning damage, or 19 (2d10+8) bludgeoning damage when used with two hands, plus 36 (8d8) cold damage. In addition, the weapon emits a burst of heat that deals 10 (3d6) fire damage to each creature within 30 feet of it.
Horrid Touch (Recharge 5-6). Akiif touches one creature within 10 feet of him. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Teleport. Akiif magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Akiif 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. Akiif regains spent legendary actions at the start of his turn.
Immolating Gaze (Costs 2 Actions). Akiif turns his magical gaze toward one creature she can see within 120 feet of him and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage.
Teleport. Akiif uses his Teleport action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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