Blood Ruin: Orb Channel (Recharge 5–6 or after 4 orbs)
Atakhan channels for one turn, creating up to 4 Blood Orbs. If he takes damage during this turn, he creates an additional orb and turns to face the attacker. If he takes 25 or more damage in a single hit, the channel is interrupted and orbs shatter harmlessly.
When the channel ends or he accumulates 4 orbs, he releases them as 30 ft., 5 ft. wide lines in the direction he’s facing. Targets in each line make a DC 19 Dexterity saving throw or take 2d10 necrotic damage per orb released and are blinded until the end of their next turn. Half damage and no blindness on a success.
Reactive orbs cause 20 ft. knockback on a failed save.
Bloodbond Corruption (Recharge 5–6)
Atakhan targets one creature he can see within 60 ft. The target must succeed on a DC 18 Wisdom saving throw or become Bloodbonded for 1 minute.
While Bloodbonded:
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The target is charmed by Atakhan and perceives their allies as enemies.
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At the start of each of the Bloodbonded creature’s turns, if an ally is within 30 ft., the target must succeed on a DC 18 Charisma saving throw or use its action to make a melee attack against a randomly chosen ally within range.
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On a successful save, the charmed condition ends immediately.
Atakhan can maintain concentration on only one Bloodbonded target at a time. The charmed target is aware of their actions but compelled by overwhelming blood magic to harm their friends.
Grapple Break Condition
If Atakhan takes 40 or more damage in a single turn, he immediately releases any grappled creature.
Multiattack
Atakhan makes two attacks: one with Bloodvice Grasp and one with his Claw.
Bloodvice Grasp
Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 3d10 + 5 bludgeoning damage, and the target is grappled (escape DC 18).
While grappled:
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The target takes 1d10 necrotic damage at the start of each of its turns.
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The grappled creature can attack Atakhan with disadvantage on attack rolls due to his crushing grip.
At the end of the grappled creature’s turn, Atakhan may use a Bonus Action to attempt a Crushing Grasp. The target must succeed on a DC 18 Constitution saving throw or take 4d10 necrotic damage (half damage on a success). The grapple ends, and Atakhan may throw the creature up to 20 ft. (Dex save DC 18 or prone).
Claw
Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 3d8 + 7 slashing damage.
Bonus Actions
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Blood Echo: Atakhan creates a lingering blood resonance around a target he hit this turn. Until the start of his next turn, any damage dealt to that target causes Atakhan to regain hit points equal to half the damage dealt.
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Blood Mist Cloak: Atakhan shrouds himself in a swirling mist of blood for 1 minute. Until the start of his next turn, ranged attacks against him have disadvantage.
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Blood Drip: Atakhan coats his weapon in necrotic blood. His next melee attack before the end of his turn deals an additional 1d12 necrotic damage, and he regains hit points equal to the necrotic damage dealt.
Reaction Name. Enter the description for your action.
Legendary Actions (3 per round)
Atakhan 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.
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Move. Atakhan moves up to half his speed without provoking opportunity attacks.
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Bloodlash. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 2d10 + 5 necrotic damage and the target must succeed on a DC 17 Strength saving throw or be pulled 10 ft. closer.
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Intimidating Roar (Costs 2 Actions). Atakhan lets out a terrifying roar. Each creature within 15 ft. of Atakhan must succeed on a DC 17 Wisdom saving throw or have disadvantage on attack rolls until the start of Atakhan's next turn. This action deals no damage.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
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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