Legendary Resistance (3/Day). If Arjuhn fails a saving throw, he can choose to succeed instead.
Great Weapon Fighting. Arjuhn rerolls a 1 or 2 on damage dice with melee weapons wielded with two hands.
Action Surge (1/day). Arjuhn can take one additional action on his turn.
Dark One’s Own Luck (Recharges after a Short or Long Rest). When Arjuhn makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur.
Dark One's Blessing. When Arjuhn reduces a hostile creature to 0 HP, he gains 25 temporary HP.
Hurl Through Hell (1/day). When Arjuhn hits a creature with an attack, he can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of Arjuhn's next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Eldritch Smite. Once per turn when Arjuhn hits a creature with his pact weapon, he can expend a warlock spell slot to deal an extra 6d8 force damage to the target, and he can knock the target prone if it is Huge or smaller.
Combat Maneuvers (4/day). Superiority Die: d8
- Ambush. When Arjuhn makes a Dexterity (Stealth) check or an initiative roll, he can expend one superiority die and add the die to the roll, provided he isn't incapacitated.
- Brace. When a creature Arjuhn can see moves into the reach he have with the melee weapon he's wielding, he can use his reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.
- Disarming Attack. When Arjuhn hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. He adds the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object he chooses. The object lands at its feet.
Spellcasting. Arjuhn is a good 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): disguise self (self only), eldritch blast, booming blade, green flame blade, lightning lure
1st–5th level (3 5th-level slots): armor of agathys, charm monster, counterspell, danse macabre, darkness, dimension door, fireball, hex, hold monster, misty step, thunder step
1/day each: true seeing, power word pain
Multiattack. Arjuhn makes two Scythe attacks, or replaces one attack with a use of Breath Weapon.
Scythe. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 10 (1d10 + 4) necrotic damage.
Great Weapon Master Attack. Before Arjuhn makes a melee attack with a heavy weapon that he is proficient with, he can choose to take a -5 penalty to the attack roll. If the attack hits, add +10 to the attack's damage.
Breath Weapon. (Recharge 5–6). When Arjuhn takes the Attack action on his turn, he can replace one of the attacks with an exhalation of magical energy in a 15-foot cone.
- Cold Breath. Each creature in the cone must succeed on a Dexterity saving throw or take 10 (4d10) cold damage. On a successful save, it takes half as much damage. Arjuhn has six uses of this feature.
- Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of Arjuhn's next turn.
- Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
Great Weapon Master Attack. On Arjuhn's turn, when he scores a critical hit with a melee weapon or reduces a creature to 0 hit points with one, he can make one melee weapon attack as a bonus action.
Second Wind (1/day). Arjuhn regains hit points equal to 1d10 + 8.
Relentless Hex. Arjuhn magically teleports up to 30 ft. to an unoccupied space he can see with 5 ft. of the target cursed by his Hex spell.
Spells. hex, misty step
Maneuvers: Brace.When a creature Arjuhn can see moves into the reach he have with the melee weapon he's wielding, he can use his reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.
Warcaster. When a hostile creature's movement provokes an opportunity attack from Arjuhn, he can use his reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Arjuhn 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. Arjuhn regains spent legendary actions at the start of his turn.
Attack. Arjuhn makes one Scythe attack or uses one of his Breath Weapon options.
Spellcasting (Costs 2 Actions). Arjuhn casts a spell.
### (Costs 3 Actions).
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