Pit Fiend. Arkus Malchar can turn into a Pit Fiend using an action.
Spellcasting. Arkus is a 9-level spellcaster. Its spellcasting ability is Strength (spell save DC 18, +13 to hit with spell attacks). Arkus has following Wizard spells prepared:
Cantrips (at will): Create Bonfire, Fire Bolt, Control Flames, Dancing Lights, Mold Earth
1st level (4 slots): Burning Hands, Magic Missile, Unseen Servant, Disguise Self
2nd Level (3 slots): Aganazzar's Scorcher, Continual Flame, Scorching Ray
3rd Level (3 slots): Fireball, Melf's Minute Meteors, Flame Arrows
4th Level (3 slots): Fire Shield, Wall of Fire, Polymorph
5th Level (3 slots): Immolation, Telekinesis, Animate Objects
6th Level (2 slots): Investiture of Flame, Sunbeam, Mass Suggestion
7th Level (2 slots): Delayed Blast Fireball, Prismatic Spray
8th Level (1 slot): Power Word Stun
9th Level (1 slot): Meteor Swarm
Pit Fiend. Arkus Malchar can turn into a Pit Fiend.
Fire Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., 1 target. Hit: (2d20 +5) fire damage.
Flame Bow. Ranged Weapon Attack: +13 to hit, range 100/150 ft., 1 target. Hit: (2d20 + 3d6) fire/piercing damage.
Opportunity Attack. Arkus can make an opportunity attack when a hostile creature that he can see moves out of his reach. To make the opportunity attack, he uses his reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves his reach.
Arkus can take 3 legendary actions/Day, 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.
Fire Sword. Arkus makes a Fire Sword attack.
Flame Bow. Arkus makes a Flame Bow attack.
Pit Fiend. Arkus transforms into a Pit Fiend
Arkus can take 1 mythic action/Day.
Meteor Swarm. Arkus uses the spell Meteor Swarm without expending a spell slot.
Power Word Stun. Arkus uses the spell Power Word Stun without expending a spell slot.
Description
Tiefling Evocation Wizard
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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