Rage(1/day). When Malekith/ Beast Clergyman hits half health, he gets access to the following attacks marked: ''Phase 2'' and then regains 40 HP
Magic Resistance- Immune to Non-Magical Weapon Attacks
Magical Integrity- Unaffected by spells lower than 2nd level(and 1st level spells used with 2nd level spell slots).
Death blight(phase 2). someone affected by death blight must make a DC 20 Constitution saving throw at the start of each of their and Maliketh's turns or take (5d6+4) necrotic damage, if they are reduced to 0 Hitpoints from this damage they die
Destined death blight (phase 2). someone affected by destined death blight must make a DC 22 Constitution saving throw at the start of every three of their turns or have their hitpoint maximum be reduced by (6d6+7), if they are reduced to 0 hit points by this they immediately die and cannot be revived
Forward Ground Stab. Lunges forward a short distance to stab the ground.
Melee Weapon Attack: +3 to hit, reach 15ft. 1 target. Hit:8(2d6) Slashing damage.
Slash and Stab. Quickly slashes in front of him followed by a forward stab
Melee Weapon Attack: Dexterity Saving Throw DC 17, reach 15ft., 1 target. Hit: 15(3d6+3) Slashing damage. And has to make a DC 23 Constitution saving or be affected by Death Blight (phase 2)
Bestial Sling. Clergyman/Malekith collects rocks from the ground with his hand and throws them at the selected players. Ranged Attack: +6 to hit, range 20/80 ft., 2 targets. Hit 14 (2d8 +2) Bludgeoning damage.
Bestial Sling Variant 2. Clergyman/Malekith Swiftly circles the player and collects rocks while jumping and throws them as soon as he lands. Ranged Attack: +8 to hit, range 15/60 ft., 1 target. Hit: 19 (2d12 + 5) Bludgeoning damage.
Beast Sling Variant 3. Clergyman/Malekith executes a ''Forward Ground Stab'' but follows it up with a ''Bestial Sling'' directly afterward.
Ranged/Melee Multi-Attack: +7 to hit.
Summoning Roar(Phase 2). As an action, Malekith can summon 1D8+2 Undead Duergar(Use Duergar stat block). (Recharge 5-6)
Piledriver(Phase 2). He jumps into the air and lands(10ft. farther away than where he was)on his sword which is followed by an AOE explosion(Anybody within 5ft).
Melee Weapon Attack: Dexterity Saving Throw DC 16, Hit: 18 (1d20 + 3) Necrotic damage. And has to make a DC 23 Constitution saving throw or be affected by Death Blight (phase 2)
Black Blade(Phase 2): Malekith backflips into the air and slashes his sword at the player. Blades shoot from the blade towards the targeted player at high speeds, and then Malekith follows up with a ''Piledriver.'' Melee Weapon Attack: +8 to hit, 1 target, Hit: 28 (4d8 +4) Necrotic damage. And has to make a DC 23 Constitution saving or be affected by Destined Death Blight (phase 2)
Destined Death(Phase 2). The most punishable attack, he slashes the floor in front of him and follows it with an overhead slam leaving his back exposed(Can't attack or use Legendary actions next turn).
Melee Weapon Attack: +10 to hit, 1 target, Hit: 49(7D8+4) Necrotic damage. And has to make a DC 23 Constitution saving or be affected by Destined Death Blight (phase 2)
Spinning Slash(Phase 2). When a creature attacks Malekith from 5/10ft. Malekith spins his sword to anyone within 5/10ft. who doesn't succeed in a DC 13 Dexterity Saving Throws. Melee Weapon Attack: Hit:7(1D6+3) Necrotic Damage. Anyone hit has to make a DC 23 Constitution saving or be affected by Death Blight (phase 2)
Malekith/Clergyman can do a Legendary Acton at the end of a player's turn. (2/round)
Unexpected Death. (Can only be used if Malekith/Clergyman has entered Phase 2)
Malekith uses a Phase 2 attack. The person that is hit by this attack has to make a DC 23 Constitution saving or be poisoned and be affected by Destined Death Blight (phase 2)
Dark Aid. (Can only be used if Malekith/Clergyman is still in Phase 1)
Clergyman uses his dark power to heal 2D6 damage.
Lair and Lair Actions
A castle ruin
Arena description: a circular 200x200ft. plain stone brick( with some cracks) floor, with four 25x25ft. pillars in the middle area of the arena
Lair Actions
On initiative count 10 (losing initiative ties), Maleketh at Phase 2 takes a lair action to cause one of the following effects:
- Pillar Barrage. Malekith/Clergyman jumps between all four pillars of the arena, delivering 1 slash between each pillar to anybody within 5/15ft. near a pillar.
Melee Weapon Attack: +7 Black (Blade Action)
Regional Effects
The region containing Malekith the Black Blade’s lair is cursed, which creates all of the following effects:
- Any area within 1 mile from Maleketh's lair is extremely foggy
If the Malekith dies, these effects fade over the course of 1d12 days.
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