Regeneration. Arkmehnder regains 10 hit points at the start of his turn. If Arkmehnder takes acid damage or receives a critical hit, this trait doesn’t function at the start of his next turn. Arkmehnder dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Multiattack. Arkmehnder makes two Greataxe attacks.
Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage, or 30 (3d12 + 11) slashing damage while raging.
Arkmehnder 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. Arkmehnder regains spent legendary actions at the start of his turn.
Wind Javelin (1 Action). Arkmehnder coalesces wind into a javelin-like form and hurls it at a creature he can see within 600 feet of it. The javelin deals 19 (3d6 + 7) force damage to the target, striking unerringly. The javelin disappears after it hits.
Step of the Frozen Gale (1 Action). Arkmehnder turns into a snowy mist that can move through other creatures, leaving them chilled to the bone. He can move 60ft without provoking opportunity attacks, and any creature he passes through must make a DC 15 Constitution saving throw or take 4d6 cold damage, or half on a success.
Monarch's Fury. Arkmehnder channels the power and fury of the Storm Monarch. This power lasts for 10 minutes or until Arkmehnder is incapacitated. While using this power, Arkmehnder gains the following benefits:
- Arkmehnder gains a +4 to AC as frozen armor wreathes his exposed skin.
- When he makes a melee weapon attack, Arkmehnder gains a +4 bonus to the damage roll.
- Arkmehnder has resistance to bludgeoning, piercing, and slashing damage.