Huge Undead, Unaligned
Armor Class 27 Natural armor
Hit Points 290 (15d12 + 100)
Speed 45 ft., Climb 25 ft.
STR
30 (+10)
DEX
12 (+1)
CON
26 (+8)
INT
5 (-3)
WIS
5 (-3)
CHA
10 (+0)
Saving Throws STR +17, CON +15
Skills Athletics +17
Damage Resistances Bludgeoning, Fire, Force, Lightning, Piercing, Radiant, Slashing
Damage Immunities Acid, Necrotic
Senses Truesight 75 ft, Passive Perception 6
Languages common, barely coherent
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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 can make a constitution saving throw with the DC equaling  the damage that killed it and on a success he returns to 100 hit points unless the damage is from a critical hit or fire damage.

Blood fountain:w hen akrin deals over 35 damage 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 21 wisdom saving throw or be frightened until the end of akrins next turn. While frightened in this way akrin does two extra dies of damage to that creature.

Adamantite plating: when Akrin would take a critical hit it turns into a regular hit and gets the damage reduced by 15

Acid blood:when Akrin takes damage from a melee attack, the attacker takes 2d8 acid damage.

Radiant rage: whenever Akrin takes radiant damage he regains 15 hp and gets to use his Gore Hook ability, if he takes damage from a ranged attack he can use his Git over here.

Actions

Multi attack. Akrin attacks 4 times with Gore Hooks or twice with Gore Hook and twice with Git over here

Gore hooks. Melee Weapon Attack: +17 to hit, reach 15 ft., 1 target. Hit: 25 (3d8 + 10) slashing damage, plus an additional 15 (3d10) piercing damage.

Git over here. ranged weapon attack: +17 to hit,range 45/85.Hit 22 (3d6+10). On a hit the hit creature must make a DC 20 strength saving throw or be pulled to within 5 feet of Akrin.

 
Legendary Actions

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 twice

Git over here(costs 2 actions).Akrin uses his Git over here action and then his Gore hook action.

Bloodbath Whirl (Costs 3 Actions). Akrin spins, forcing all creatures within 10 feet to make a DC 22 Dexterity save or take 6d10 slashing damage and be knocked prone on a failed save, taking half damage on a successful save.

 

 

gnomeman555

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