Legendary Resistance (3/Day). If the Arabon fails a saving throw, it can choose to succeed instead.
Soul core. Arabon has 200 souls that he can recover by taking the souls taken from creatures he's killed
Spellcasting. The [Arabon Kahn] is a 9-level spellcaster. Its spellcasting ability is [Charisma] (spell save DC 18, +8 to hit with spell attacks). The [Arabon Kahn] has following spells prepared:
At will: detect magic, mage hand, message, minor illusion
2/day each: fireball, fly, hold person, suggestion, wall of fire
1/day each: dominate person, etherealness, feeblemind
Multiattack. Arabon can make three attacks, only one can be made with his Dark spear attack.
Dark sword. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 18 (2d8 + 10) Slashing damage and 6 (3d4) Necrotic damage. On a hit the target must make a DC 16 Constitution saving throw, or have their maximum hit point reduced by the necrotic damage done. This effect lasts until a long rest is taken or Greater restoration is used on the effected. Healing spells of the similar quality will do the same.
Unarmed attack. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 5) Bludgeoning damage and 4 (2d4) Piercing damage.
Dark spear (Recharge 5–6). Arabon thrusts his Dark sword to shoot a 40-foot by 10-foot line. Each creature in the line must make a DC 18 Dexterity saving throw, taking 40 (8d10) necrotic damage and becomes stunned until the end of their next turn on a failed save, or half as much damage on a successful one.
Consume souls. As a bonus action, Arabon can burn up a number of souls to do one of the following. (30) to heal himself for 4d6+16, (10) to cast Flame blade, (40) to cast Death ward, (15) to cast Hold person, (35) to summon 1d4+2 Hell hounds.
Hellish rebuke 3/day. You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 4d10 fire damage on a failed save, or half as much damage on a successful one.
Counterspell 2/day. You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 4th level or lower, its spell fails and has no effect. If it is casting a spell of 5th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Shield 3/day. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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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