Medium Humanoid, Typically Chaotic Evil
Armor Class 12 Thick Skin
Hit Points 210 (25d8 + 100)
Speed 40 ft.
STR
18 (+4)
DEX
15 (+2)
CON
18 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws STR +7, CON +7
Skills Athletics +20, Intimidation +16, Perception +17
Damage Vulnerabilities Psychic, Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Restrained
Senses Passive Perception 17
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Blood Rush: Expend your own life to demise your foes sacrifice 5D6 HP to gain 1 of the following abilities.

1: Gain an extra Attack

2: Make a reaction attack to any creature within 20ft when they move but you deal 25% less damage to everything until the beginning of your next turn

3: When you make your next dash, you move triple the distance and are unaffected by difficult terrain

4: On the next successful hit on a PC all creatures within a 40ft spherical radius must make a wisdom saving throw of 14+ or else be frightened 

 

When Arcus the Lost Berserker is lowered to 0 or less HP he automatically gets back up and sprints in all directions in a daze all players must make a DC17 CON saving throw or take 4D10 force damage or half as much on a successful save

Actions

Axe Slash: Arcus grabs his axe with his right hand and brings it down onto the enemy +5 to hit dealing 6D6 Slashing damage

Dynamite throw: 15-40ft Arcus pulls a red stick of dynamite from his pocket ignites it with a fuse in his mouth and throws it toward you. Any creature within a 25ft radius of the dynamite must make a DC 13+ Dex saving throw taking 8D6 force damage or half as much on a successful save

Make Friends: Arcus throws a wink to a creature he can see the creature must make a DC12 or be charmed by Arcus for a turn. If this is successful Arcus gains 5D10 HP

Humiliation: Arcus points his finger at a creature and laughs satanically, the creature must make a DC12 Wisdom saving throw or be frightened.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Opportunity attack: When a creature within Arcus's range exits it you may react with an action.

Opportunity rush: When a creature Arcus can see within his range exits it he may react with a dash and an action with disadvantage.

Humiliation: If a creature Arcus can see fails a saving throw or an attack Arcus may use his reaction to use Humiliation action on the creature. If this succeeds Arcus gains 3D6 HP (May only be used once every turn cycle)

Legendary Actions

Arcus has 1 Legendary action that refreshes every turn cycle he may choose to use this 1 action on any of these following abilities:

Use an action

Regain Reaction Humiliation charge

Regain 3D6 HP

Lair and Lair Actions

Once Arcus loses half his health or more the stadium begins to heat up causing all players to gain 2 levels of exhaustion and Arcus Transforms into Kreig the lost soul in which he is a regular human with 15HP if a creature annoys or attacks Kreig the lost soul without lowering him to 0HP he transforms back to Arcus the Lost Berserker. 

KingTIMMY1st

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