As a bonus action, you can teleport up to 30 ft. to an unoccupied space you can see.
When you teleport using Blessing of the Raven Queen, you gain resistance to all damage until the start of your next turn.
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You can see in dim light within 60 ft. of you as if it were bright light and in darkness as if it were dim light, only discerning colors in that darkness as shades of gray.
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
You have proficiency in the Perception skill.
You have resistance to necrotic damage.
Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 18). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
Multi Attack . The Raven King may attack 3 times each turn with both his glaive and his glaives pommel.
Great Glaive of the Raven King. Melee Weapon Attack: +16 to hit, reach 10 ft., 1 target. Hit: 15 (1d10 + 10) [slashing] damage.
Great Glaives Pommel. Melee Weapon Attack: +16 to hit, reach 10 ft., 1 target. Hit: 9 (1d6 + 7) [damage type] damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action. When a creature within reach. of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.
When you take the Attack action with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon that uses the same ability modifier as the primary attack and has a damage die of d6 (bludgeoning). While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.
When a creature within reach of you casts a spell, you can use your reaction to make a melee weapon attack against that creature, and when you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. You also have advantage on saving throws against spells cast by creatures within 5 ft. of you.
Enter the description for how legendary actions work for your monster here.
Legendary Resistance (3/Day). If The Raven King fails a saving throw, he can choose to succeed instead.
Raven Kings Regeneration
At the start of his turn The Raven King regenerates regains 50 hit points at the start of his turn if he has at least 1 hit point
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
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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