Demonic Wrath. The Akumanokuma has advantage on all attacks against a creature that has dealt damage in the last 1d4 rounds to the Akumanokuma
Masochistic Blood. The Akumanokuma gains a 1d4 bonus on damage rolls on their next attack and 1d20 temporary hit points on taking damage.
Infernal Spite. The Akumanokuma on death, will regain 210 hit points, gain a +2 to AC and attack rolls, and gain mythic actions.
Aura of Flame. Once a creature enters within 20ft. of the Akumanokuma will have to make a constitution saving throw or take 2d10 fire damage, if they pass the DC 13 saving throw they will take half the damage and become immune to this effect for 12 minutes.
Aura of The Inferno. (this can only be used once Infernal Spite is active) If a creature gets within 20ft. of the Akumanokuma on a failed constitution saving throw, they will take 2d20 fire damage on a failed save, on a successful save of 16 or higher the creature will take half the damage.
Infernal Fangs. The Akumanokuma can deal 1d10 extra fire damage on attack when rolling for damage (can only be used when Infernal Spite is active).
Infernal Thorns. If the Akumanokuma takes upwards of 20 damage in one action/bonus action, the attacker will take 1d10 piercing damage.
Infernal Regeneration. The Akumanokuma will heal 1d6 hit points every round until it takes cold damage.
Multiattack. The Akumanokuma can use 2 Claw attacks, or 1 Bite attack and 1 Flaming Breath
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 17 (2d8 + 8) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 15 (2d6 + 8) slashing damage.
Flaming Breath. Ranged Spell Attack: +9 to hit, range 30/60 ft., 1 target. Hit: 19 (3d6 + 9) fire damage.
Glare of Malice. Once this action is used it cannot be used until 1d4 rounds have passed, on use the Akumanokuma can target a creature within 40ft. of itself, after 1d4 turns the creature targeted must make a wisdom saving throw (DC 13) or it will become frightened, on a successful save the creature targeted will be unable to be targeted by this action for 5 minutes.
Wrathful Roar. The Akumanokuma will roar, any creature within 100ft. of the Akumanokuma will become stunned for 1 turn and will take 3d8 thunder damage (this reaction can only be used once Infernal Spite is active)
The Akumanokuma has 3 legendary actions per turn, it regains all legendary actions at the start of its next turn, the Akumanokuma can use a legendary action at the end of another creature's turn.
Abyssal Claw. (Costs 2 Actions). Melee Weapon Attack: +8 to hit, reach 5ft., 1 target. Hit: 22 (3d6 + 8) slashing damage.
Roar of Flame. (Costs 1 Action). Ranged Spell Attack: +9 to hit, radius 100ft., Hit: 22 (2d12 + 9) fire damage.
Malicious Blast. (Costs 3 Actions) Ranged Spell Attack: +9 to hit, range 40/80ft. 1 target. Hit: 28 (3d12 + 9) fire damage.
The Akumanokuma has 3 mythic actions per turn, it regains all mythic actions at the start of its next turn, the Akumanokuma can use a mythic action at the end of another creature's turn, the Akumanokuma can only use mythic actions once Infernal Spite is active.
Demonic Mitosis. (Costs 2 Actions). The Akumanokuma will summon another Akumanokuma without legendary or mythic actions with half the hit points that cannot be healed, the clone dies after 1d4 rounds (can only be used once every 1d8 rounds).
Demonic Thorn Burst. (Costs 1 Action). The Akumanokuma explodes with thorns, any creature within a 30ft, radius will have to make a DC 15 dexterity saving throw or take 14 (2d4+9) piercing damage and 25 (3d10 + 9) fire damage.
Rebuke of Wrath. (Costs 3 Actions) (Is used when the Akumanokuma is reduced to zero hit points) The Akumanokuma explodes in a brilliant wrathful light, every creature within 200ft. will make a DC 20 constitution saving throw or take 61 (5d20 + 9) fire damage, on a successful save they will take half the damage.
Description
The Akumanokuma is a creature born from human discord and hatred, it is 16ft. tall, has burning claws and fangs, thorns on its back that extend on impact, and has a roar that shakes mountains. This is what humankind's malice and spite gives birth to. All that have seen it have never returned, and those that have come back hollow shells of what they once were, full of wrath and spite.
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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