Boundless Movement. Arbron ignores difficult terrain, and magical effects can't reduce his speed. He can spend 5 feet of movement to automatically remove the grappled condition from himself.
Madness of Desire and Regret. Arbron is immune to confusion spells and similar magic.
On each of his turns, Arbron uses all his movement to move toward the nearest creature that is not a construct or undead that he can see. Roll a d10 at the start of each of Arbron's turns to determine his action for that turn:
1-2. Arbron has a moment of clarity and can act normally.
3-4. Arbron makes six claw attacks against one random creature within his reach. If no other creatures are within his reach, Arbron makes one claw attack against himself.
5-6. Arbron makes a void tendril attack against up to three random creatures within his reach. If no other creatures are within his reach, Arbron moves up to 40 feet towards the nearest creature that is not a construct or undead that he can see without provoking opportunity attacks.
7-8. Arbron uses his Radiant Gaze. If no other creatures are within range, Arbron loses control of the light and takes 14 (4d6) fire damage.
9-10. Arbron uses his Unmake on a random creature within range. If no other creatures are within range, Arbron transmutes himself and gains 10 temporary hit points, a +1 bonus to AC, and advantage on all attack rolls until the end of its next turn.
Spider Climb. Arbron can climb difficult surfaces, including upside down on ceilings, without an ability check.
Sunlight Weakness. While in sunlight, Arbron has disadvantage on attack rolls, ability checks, and saving throws.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) slashing damage.
Void Tendril. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 16 (3d6 + 6) necrotic damage.
Radiant Gaze. Searing light erupts from Arbron's eyes in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Unmake. Arbron focuses on a creature that he can see within 60 feet of him. The target must make a DC 15 Charisma saving throw. On a successful save, the target becomes immune to Arbron's Unmake. On a failed save, the target is poisoned, which causes it to also gain one level of exhaustion, have a −2 penalty to AC, and deal only half damage with weapon attacks. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison ends it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion.
Arbron can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Arbron regains spent legendary actions at the start of his turn.
Shadow Step. While in dim light or darkness, Arbron teleports up to 60 feet to an unoccupied space that is also in dim light or darkness.
Erupt (Costs 2 Actions). Elemental energy erupts out of Arbron. Each creature within 5 feet of Arbron must make a DC 15 Dexterity saving throw. A creature takes 28 (8d6) acid, cold, fire, lightning, poison, or thunder damage on a failed save, or half as much damage on a successful one.
Split Personality (Costs 2 Actions). Arbron splits almost fully in two, his other half being a slimy duplicate. Until the start of his next turn, all attack rolls made against Arbron have disadvantage.
Description
Once a proud Ambassador for the elven nation of Alif and a Kingsoul to his people, the man that was Arbron Roceran is no more. Arbron Roceran sought to protect the world by wielding a world tear , but in doing so, he only pushed those few he knew and loved away. His mind twisted by the combating influences of the world tear and the void he embraced to suppress it, Arbron demanded sacrifice from his wife and children, to where now the blood of so many stains his hands. The all-consuming regret of his actions and the reality-warping magic of the world tear have transformed Arbron into a monster, a puppet of flesh, blood, bone, and Void fit only to be twisted and used by the forces he once called upon to seal away the world tear's terrible power. Occasionally, the real Arbron surfaces from the madness, his only desire now to know that his wife, Zalladra, his son, Strive, and his daughter, Zendana, are alive and well, free from his destructive influence.
Lair and Lair Actions
Arbron's lair is a cave network that lies beneath the Black Basin, a cursed stretch of dark-colored sand in the Atla desert. Arbron and his wife, Zalladra Roceran, hid here for centuries from the Kalashtar, and it was here that they attempted to raise a new generation of elven youth to take on the task of bearing a world tear. Now, the land has been tainted by the countless dead that lie here, consumed by the Void or driven to madness in pursuit of serving their father's whims. Arbron encountered in his lair has a challenge rating of 13 (10,000 XP)
Lair Actions
On initiative count 20 (losing initiative ties), Arbron takes a lair action to cause one of the following effects; Arbron can’t use the same effect two rounds in a row:
- A shrill shriek echoes throughout the lair. Each creature that Arbron can see within the lair must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage.
- A wraith appears in unoccupied space within the lair. The wraith has 1 hit point, is under Arbron's control, and disappears if Arbron dies. Arbron can have no more than five wraiths under his control at one time.
- Grasping skeletal arms burst from the ground in a 20-foot-square area within 60 feet of Arbron until initiative count 20 on the next round. Each creature in the area when the arms appear must succeed on a DC 18 Strength saving throw or be grappled (escape DC 18).
Regional Effects
The region containing Arbron’s lair is tainted with the strong presence of Void, which creates one or more of the following effects:
- Creatures within 1 mile of Arbron's lair feel as if they're being judged for every action that they take.
- Intelligent creatures within 1 mile of Arbron's lair frequently see illusions depicting their greatest regrets. These illusions grow closer and are able to move and make sounds the closer the creatures get to Arbron's lair.
- Light within Arbron's lair only illuminates half the area of bright light and dim light.
If Arbron dies, these effects fade over the course of 1d10 days.
Comments