Domination. If an attack misses Kaln by half his AC he can use a free action to emediatly preform a retrobution attack.
Ledgendary Actions. Kaln can take 2 Legendary Actions. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
Multiattack. Kaln makes two melee attacks.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage and (1d8 psychic damage).
Retrobution. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) bludgoning damage, target must make a DC 15 strength save or be knocked prone and pushed back 15ft. If the target is stopped by a surface within that 15ft they take an aditional 1d6 bludgoning damage.
Disturbing Aura. Kaln releases the full brunt of his supressed madness. All creatures without Orphay's mark within a 50 ft radius must must make a DC 19 wisdom saving throw, on a sucessful save targets take 2d12 psychic damage. On a failed save targets are cursed while within this radius or until the effect is undone by a Remove Curse spell. While Cursed targets Have disadvantage on constitution and wisdom saving throws, cannot recover hitpoints by magical or nonmagical means, and have disadvantage on attack rolls against Kaln directly.
Parry. Kaln adds 2 to his AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Slash. Kaln makes a greatsword attack.
Defencive Stance. Kaln renews the use of his parry if it has already been used.
Mortal Grip (2 actions). Kaln attempts to grapple an enemy within 10 ft. The target must make a dc 18 strength save or be restrained. At the start of his turn as a bonus action caln can force the target to make a DC 20 con save, on failed save the tarrget is incapacitated.
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