Blood frenzy. Akrin has advantage on attacks against creatures that do not have all their hit points.
Too angry to die:When Akrin is reduced to 0 hit points he must make a constitution saving throw with the DC equaling 5+ the damage that killed it and on a success he returns to 35 hit points unless the damage is from a critical hit or fire damage.
Blood fountain:when akrin kills a creature he can use his reaction to make all creatures with 60 ft of him that can see him kill the creature make a DC 15 wisdom saving throw or be frightened until the end of akrins next turn. While frightened in this way akrin does an extra die of damage to that creature.
Adamantite plating: when Akrin would take a critical hit it turns into a regular hit
Acid blood:when Akrin takes damage from a melee attack, the attacker takes 1d6 acid damage.
Multi attack. Akrin attacks 3 times with Gore Hooks or twice with Gore Hook and once with Git over here
Gore hooks. Melee Weapon Attack: +15 to hit, reach 15 ft., 1 target. Hit: 22 (3d8 + 10) slashing damage, plus an additional 15(3d10) piercing damage.
Git over here. ranged weapon attack: +15 to hit,range 45/85.Hit 19 (3d6+10). On a hit the hit creature must make a DC 17 strength saving throw or be pulled to within 5 feet of Akrin.
Akrin can take 4 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. Akrin regains spent legendary actions at the start of its turn.
Gore Hook. Akrin uses his Gore Hook action
Git over here(costs 2 actions).Akrin uses his Git over here action
Description
Akrid was once a normal ogre before the great luardzag turned him, through various alchemical and mechanical alterations to him into a nigh invulnerable humongous killing machine with acidic blood. Now Akrid guards luardzag in case any adventurer try's to attack him.
Lair and Lair Actions
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