Aura of Courage. Arakkis and all allied creatures within 10 feet are immune to the Frightened condition.
Aura of Protection. Arakkis and all allied creatures within 10 feet of him gain a +4 bonus to all saving throws.
Aura of Warding. Arakkis and all allied creatures within 10 feet have resistance to all spell damage.
Divine Health. Arakkis is immune to disease.
Divine Sense. Arakkis instinctively knows if a fey, fiend, or undead is within 60 feet of him.
Divine Smite. When Arakkis hits with a weapon attack, he can expend a spell slot to deal an additional 2d8 radiant damage.
Guided Strike. Once per long rest, Arakkis may gain a +10 bonus to his next attack roll.
Great Weapon Fighting. While wielding a weapon in both hands, Arakkis may reroll 1s and 2s for damage, but must use the new roll.
Improved Divine Smite. Any time Arakkis strikes a creature with his weapon, the creature takes an additional 1d8 radiant damage (included the attack).
Serpentine Form. Arakkis is immune to the prone condition and has advantage on checks to maintain a grapple against creatures smaller than him.
Spellcasting. Arakkis is a 13th-level Paladin. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Arakkis has following Paladin spells prepared:
1st level (4 slots): Armor of Agathys, Command, Compelled Duel, Cure Wounds, Shield of Faith, Wrathful Smite
2nd level (3 slots): Hold Person, Spiritual Weapon
3rd level (3 slots): Bestow Curse, Dispel Magic, Fear, Remove Curse, Spirit Shroud
4th level (1 slot): Dominate Beast, Locate Creature, Staggering Smite, Stoneskin
Multiattack. When Arakkis takes the Attack action, he makes two strikes.
Glaive of Certain Death. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 11 (1d10 + 5) slashing damage, plus 5 (1d8) radiant damage.
Lay on Hands (3/day). Arakkis touches a willing creature (including himself) and heals them for 20 hit points.
Constrict. While grappling a creature with his tail, Arakkis may use his bonus action to constrict his victim, dealing 2d6 bludgeoning damage.
Treacherous Strike (2/day). When a creature makes a strike against Arakkis, and another of the creatures allies is within 5ft of him, Arakkis can use his reaction to force the attacking creature to make a DC 17 Charisma saving throw. On a failed save, the attack is instead made against the creatures ally.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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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