Magic Resistance. Arsene has advantage on saving throws against spells and other magical effects.
Adverse Resolve. Arsene is immune to being surprised. When surprised, Arsene may have a critical hit on 16 or higher roll.
Rampage. Arsene makes 1d4 attacks: alternating between cleave and dream needle. Using this deals 13% of the summoner's hp.
Cleave. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (2d10 + 3) slashing damage.
Dream Needle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
On a hit the target must make a dc 15 constitution saving throw, on a failed save the target becomes unconscious for 3 rounds.
Mudo(spell). Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 (5d8 + 8) slashing damage. on a 18 or above it is fired and hits.
Sukunda(spell). An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
Eiha(spell).You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A remove curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
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