Devils Sight. Magical darkness doesn't impede the Akrobors darkvision
Innate Spellcasting. The Arkorbor's Innate spellcasting ability is intelligence (spell save DC 14). It can cast these withought requiring material or somantic components.
At will: Control flames, frostbite, shield
1/day: darkness, Aganazzar’s Scorcher
Rebirth. The reason why these creatures are sometimes left alive, is because of its ability to project its existance into other beings after death. Should one creature kill it, in 1d6+3 days, the creature slowly turns into the Akrobor, only gaining its physical and magical abilities on the last day, and has 24 hours before the Akrobors psyche dominates the body, not killing the creature, but trapping it in its body. If two creatures kill the Akrobor, then it's traits and psyche are split, and each long rest, the affected creatures must make a DC 12 INT saving throw. If they fail 3 saving throws, then they suffer the affects of being the only one to kill it. If they succeed, then the Akrobor finally dies. If 3 or more creatures kill it, then the fun part begins. One creature gains its physical aspects, one gains its psyche, and one gains its power. The creature that gains its physical portions suffers effects during the following 3 days. On day 1, the creature gains red skin and horns, and it's jaw extends and juts out. On day 2, it gains a STR of 15 and CON of 18, regardless of its status. On day 3, it becomes chained, and gains a walk speed of 0, and grows to the size large. It also gains a resistance to cold and piercing damage, as well as an immunity to poison damage. If a creature gains its psyche, and on day 1 experiences constant intrusive thoughts, being the voice of the akrabor. On day 2, it gains the alignment of neutral evil. On day 3, the creatures mind is overtaken by the akrobor. If the creature gains its power, on the first day, it gains a resistance to necrotic damage. On the second day, it gains the fire orb attack. On the third day, it gains its Innate spellcasting. Each day can be prolonged by a DC 15 CON check. The check must be made at the end of each day. Of course, these affects can be ended with a remove curse or wish spell. It can also be warded by spells like protect from good and evil.
Multiattack. The Akrobor makes two open palm attacks. It can replace one of these with a bite attack, if the opponent is prone, it has advantage with the bite attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Fire orb. Ranged Spell Attack: +8 to hit, range 70 ft., one target. Hit: 10(3d6) fire damage. On a hit, the target must make a DC14 DEX saving throw or be nocked prone.
Open-hand Palm. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. On a hit, the target must succeed on a DC 12 STR saving throw or be nocked prone
Description
Sometimes, romance can bloom in the most unexpected ways. It can even occur between fiends, and even more shockingly, love can even blossom between a demon and a devil. Sadly, the result of this coupling does not have a good future, due to one parents depravity and nature to kill, and the others distaste for abominations like demons. Even if it does survive, it is sure to be chained by a chain devil, forever locked away to hide the evidence of a devil stooping so low.
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