Aura of Hate. After landing three consecutive hits, Yokoro gains an Aura of Hate. Every enemy within 5 ft of Yokoro must make a DC 17 Constitution saving throw or take 5 (2d4) fire damage and 5 (2d4) necrotic damage, taking half damage on a success. This effect ends when Yokoro fails to land an attack on his turn. If Yokoro does not attack on his turn, the effect resets and the consecutive hit count resets.
Hatred. Yokoro cannot be charmed or frightened by a creature that dealt damage to him in the immediately previous round of combat. He also has advantage on saving throws from spells cast by that same creature.
Multiattack. Yokoro makes three attacks, one with Decimate, one with Grasp, and one with Hilt. These attacks can be done in any order.
Decimate. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 11 (1d12 + 5) bludgeoning damage plus 11 (2d10) fire damage and 11 (2d10) necrotic damage.
Hilt. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 11 (1d12 + 5) piercing damage.
Grasp. Yokoro briefly opens The Vault of Hate in a 5 ft by 15 ft line of burning skeletal hands. All enemies inside must succeed on a DC 17 Dexterity saving throw or be pulled up to 10 ft closer to Yokoro and take 13 (3d8) fire damage and 13 (3d8) necrotic damage, taking half damage on a successful save.
Yokoro can take 1 Mythic action, which is triggered at the start of the second round of combat. It then triggers at the start of every three rounds.
Vault of Hate (Costs 1 Action). Yokoro chooses one enemy within 30 ft of him and creates a 60 ft diameter arena in an isolated plane with that enemy with Yokoro at the center. This plane mirrors that of the place they were just were. The enemy receives the following properties:
Armor class reduced by 25%.
Spellcasting DC reduced by 25%.
The enemy is unable to leave the arena. Should they try, they must make a DC 17 Wisdom saving throw or take 7 (2d6) fire damage and 7 (2d6) necrotic damage, reduced to half upon a successful save.
Creatures outside the plane cannot attack, cast spells, or put items into the plane.
This effect ends at the start of the next round of combat.
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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