Legendary Resistance(1 time/day). If Arcodias fails a saving throw, he can choose to succeed instead.
Reckless. At the start of his turn, Arcodias can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.
Danger Sense. Arcodias has advantage on DEX saving throws against effects that he can see while not blinded, deafened, or incapacitated.
Feral Instinct. Arcodias has advantage on initiative rolls.
Supernatural Resilience (3 times/day). Arcodias casts the death ward with a range of self as an action.
Multiattack. Arcodias makes two melee attacks. If one or more of these attacks hit he uses Intimidating Presence once.
Berserker Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) magical slashing damage.
Unarmed Strike. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage and the target is grappled. The target can make make an athletics or acrobatics check (DC 15) at the end of each of their turns. Arcodias can only have one creature grappled at a time.
Intimidating Presence. A creature within 30 feet of Arcodias must succeed on a DC 12 Wisdom saving throw or become frightened until the end of Arcodias next turn.
Move (Costs 1 Action). Arcodias moves up to half his speed.
Unarmed Strike (Costs 1 Action). Arcodias makes an unarmed strike attack.
Throw (Costs 2 Actions). Arcodias throws a creature grappled by him [roll]1d6[/roll] times 5 feet. The creature must succeed on a dexterity saving throw (DC 15) or take [roll]1d10[/roll] bludgeoning damage and is knocked prone. If the thrown creature collides with another creature, that creature must make a dexterity save or take the same amount of damage and be knocked prone as well.
Description
An undying Warrior freed from his shackles. Now he roams the lands, murdering everything that moves.
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