Enter the description for how bonus actions work for your monster here.
1. Deathly Strike: Areg blacksword targets a creature within 5 feet, unleashing a powerful strike that deals extra necrotic damage.
2. Unholy Presence: Areg blacksword releases a wave of dark energy, causing all creatures within 30 feet to make a Wisdom save or become frightened.
3. Necrotic Shield: Areg blacksword surrounds themselves with a shield of dark energy, gaining resistance to all damage types for one round.
4. Summon Undead: Areg blacksword summons a group of undead minions to aid them in combat. The number and type of undead summoned depend on the death knight's level.
5. Deathly Aura: Areg blacksword radiates an aura of death and decay, causing all creatures within 10 feet to take necrotic damage at the start of each of their turns.
6. Shadow Step: Areg blacksword teleports up to 30 feet to a location they can see, leaving behind a trail of darkness that obscures vision.
7. Deathly Grasp: Areg blacksword reaches out and grabs a creature within 10 feet, draining their life force and restoring some of their own
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Areg Blacksword was once a paladin of great honor and conviction, driven by his oath to protect the innocent and uphold justice. However, his fate took a dark turn when he was unjustly transformed into a death knight by a cruel and powerful death god. Despite this, Areg has retained his sense of righteousness and honor, refusing to let the darkness consume him completely.
In battle, Areg is a formidable opponent, wielding his blacksword with skill and precision. The sword is imbued with the spirit of Fenrir, a corrupting force that seeks to consume him from within. Areg is aware of the danger that Fenrir poses, and he struggles to resist its influence. He is determined to use his power for good, even though he knows that Fenrir's influence is slowly changing him.
Despite his fearsome appearance and reputation, Areg remains a polite and respectful figure, even to his enemies. He believes that everyone deserves to be treated with dignity and respect, regardless of their actions. This sense of empathy and compassion is a defining trait of his character, and it sets him apart from other death knights who have become consumed by darkness.
Overall, Areg Blacksword is a complex and intriguing character, driven by a mix of honor, duty, and a desire to resist the corrupting influence of Fenrir. His struggle to retain his sense of self in the face of overwhelming darkness makes him a compelling figure, and his commitment to treating others with respect and compassion sets him apart from other death knights.
Lair and Lair Actions
1. Raise Undead: Areg blacksword can use a lair action to summon a wave of undead creatures to aid in battle. Skeletons, zombies, and other undead horrors rise from the ground and attack any enemies within range.
2. Necromantic Aura: Areg blacksword can use a lair action to fill the area with a necromantic aura, making it more difficult for enemies to resist the Death Knight's spells and abilities. Any creature within range must make a Wisdom saving throw or suffer from disadvantage on their next attack or ability check.
3. Shadowy Illusion: Areg blacksword can use a lair action to create a shadowy illusion that obscures the area. The illusion grants the Death Knight and any undead allies within the area advantage on all attack rolls and ability checks, while imposing disadvantage on any enemies within the area.
4. Deathly Chill: Areg blacksword can use a lair action to fill the air with an icy chill, making it more difficult for enemies to move and act. Any creature within range must make a Dexterity saving throw or suffer from a reduction in their movement speed and attack speed for the next round.
5. Summon Undead Allies: Areg blacksword can use a lair action to summon additional undead allies to aid in battle. These allies could include powerful undead creatures such as wights, ghouls, or even a vampire.
6. Conqueror's Command: Areg blacksword can use a lair action to issue a command that inspires undead allies within range. Any undead creatures within range gain temporary hit points and an advantage on their next attack or ability check.
Regional Effects
1. The Frozen Peaks: The cold, thin air in the mountains makes it difficult to breathe, giving the death knight and their undead minions an advantage. Any creature that spends more than 1 hour in the area must make a Constitution saving throw or suffer a level of exhaustion.
2. The Haunted Glacier: The ice in this region is imbued with dark magic, causing it to crack and shift unexpectedly. Any creature that enters the area must make a Dexterity saving throw or risk falling into a crevasse.
3. The Cursed Pass: The narrow pass leading to the death knight's lair is steep and treacherous, making it difficult to navigate. Any creature that attempts to climb the pass must make a Strength or Dexterity saving throw or risk falling.
4. The Stormy Summit: The peak of the mountain is buffeted by high winds and fierce storms, making it difficult to move or cast spells. Any creature that attempts to cast a spell or use a ranged attack must make a Dexterity saving throw or suffer disadvantage.
5. The Darkened Cave: The death knight's lair is a dark, shadowy cave system filled with traps and undead minions. Any creature that enters the lair must make a Wisdom saving throw or become frightened.
6. The Frozen Lake: The lake in the valley below the death knight's lair is frozen solid, but its waters still hold a powerful magic. Any creature that enters the lake must make a Constitution saving throw or be chilled to the bone, suffering disadvantage on all attacks and saving throws for 1 hour.
7. The Howling Winds: The winds in the mountains are fierce and unrelenting, making it difficult to hear anything or communicate with others. Any creature that attempts to communicate or hear a sound must make a Wisdom saving throw or suffer temporary deafness.
If the Areg blacksword dies, these effects fade over the course of 1d10days.
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