Aura of Hate. While Arkhan isn’t incapacitated, he and all fiends, undead, and dragons within 60 feet of him deal +7 extra damage whenever they hit with a melee weapon attack. This extra damage is of the same type as the weapon’s damage.
Hand of Vecna. The Hand of Vecna has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Arkhan can cast the following spells from the hand, requiring no components:
- At will: Detect Magic, Telekiness, Finger of Death (5 charges), Disintegrate (6 charges) Power Word Kill (8 charges), Plane Shift (7 charges) sleep (1 charge), slow (2 charges), and teleport (3 charges).
Innate Spellcasting. Arkhan’s spellcasting ability is Charisma (spell save DC 17). He can cast the following spells, requiring no material components:
Innate Spellcasting. Arkhan's spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can cast the following spells, requiring no material components:
- 3/day each: Animate Dead, Branding Smite (at 5th level), Revivify, Banishment
- 1/day each: Geas, Raise Dead, Summon Fiend (at 7th level)
Special Equipment. Arkhan wields Fane-Eater and wears a suit of Obsidian Flint Dragon Plate. The armor gives Arkhan advantage on ability checks and saving throws made to avoid or end the grappled condition on him.
Legendary Resistance (3/Day). If Arkhan fails a saving throw, he can choose to succeed instead.
Frightful Presence. Each creature of Arkhan's choice that is within 60 feet of him and aware of him must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Arkhan is within line of sight, ending the effect on itself on a success.
Multiattack. Arkhan makes four weapon attacks, or three weapon attacks and uses Frightful Presence.
Fane-Eater (Battleaxe). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (1d10 + 10) slashing damage, plus 14 (4d6) cold damage and 14 (4d6) necrotic damage. If the target is a creature and Arkhan rolls a 20 on the attack roll, the creature takes an extra 18 (4d8) necrotic damage, and Arkhan regains an amount of hit points equal to the necrotic damage dealt.
Javelin of Tiamat. Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (1d6 + 7) piercing damage plus 18 (4d8) poison damage. If the javelin is used as a ranged attack, it magically returns to Arkhan’s hand immediately after the attack.
Breath of Tiamat (Recharge 5–6). Arkhan exhales a 60-foot cone of multicolored dragon breath. Each creature in that area must make a DC 22 Dexterity saving throw, taking 60 (12d10) damage on a failed save, or half as much on a successful one. Roll a d6 to determine the damage type:
- Acid
- Cold
- Fire
- Lightning
- Poison
- Necrotic
Hand of Vecna's Touch (1/Day). Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: The target must succeed on a DC 21 Constitution saving throw or be paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Relentless Strike. When Arkhan scores a critical hit with a melee attack or reduces a creature to 0 hit points, he can use a bonus action to make one additional melee weapon attack.
Draconic Fury (Recharge 5-6). As a bonus action, Arkhan channels the power of Tiamat, gaining the following benefits until the start of his next turn:
- He can make one additional weapon attack whenever he takes the Attack action.
- He gains advantage on all melee weapon attack rolls.
- His movement speed increases by 10 feet.
Command Abishai. Arkhan issues a command to an Abishai within 60 feet. The chosen Abishai can immediately use its reaction to make one weapon attack or move up to its speed without provoking opportunity attacks.
Wrathful Smite (1/Short Rest). Arkhan can use a bonus action to cast Wrathful Smite (4th level), adding 4d6 psychic damage to his next melee weapon attack. The target must make a DC 21 Wisdom saving throw or be frightened of Arkhan for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Arkhan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Arkhan regains spent legendary actions at the start of his turn.
- Attack. Arkhan makes a melee attack with Fane-Eater or Javelin of Tiamat.
- Cast a Spell (Costs 2 Actions). Arkhan casts one of his innate spells or a spell from the Hand of Vecna.
- Call of Tiamat (Costs 3 Actions). Arkhan summons 1d4 Abishai (black, blue, green, red, or white) to aid him. They appear in unoccupied spaces within 30 feet of him, acting on his initiative count and obeying his commands for 1 minute or until they are slain.
Description
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Arkhan can take one of the following lair actions. He can’t use the same lair action two rounds in a row:
- Draconic Wrath. All allies of Arkhan (including himself) within 60 feet gain a +2 bonus to attack rolls and damage rolls until the start of the next round.
- Vecna’s Grasp. Arkhan summons shadowy hands from the ground in a 30-foot radius. Each creature in the area must succeed on a DC 21 Strength saving throw or be restrained until the start of the next round. Restrained creatures can use their action to make a Strength (Athletics) check to break free.
- Hellish Renewal. Up to 3 creatures of Arkhan’s choice that are within 60 feet regain 30 hit points each.
Previous Versions
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10/9/2024 8:14:42 AM
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Coming Soon
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