Mekharn, the Obsidian Hood - AI-generated fantasy Monster

Mekharn, the Obsidian Hood

Mekharn was born to a disgraced forge clan and clawed his way into fame by winning contests no honest dwarf would claim. He swore an oath not to justice, but to glory, and over time that vow curdled into tyranny. The Obsidian Hood now fights for sponsors, magistrates, and mobs alike, so long as they let him prove that every room belongs to the strongest presence in it. He believes mercy is a kind of fraud and that every defeat should be made public.

MediumHumanoid(Dwarf, Paladin, Champion)CR CR 5Lawful Evil

Mekharn, the Obsidian Hood

arenagladiatordwarfpaladinevilchampionwar pickurban boss
HP102AC18SPD30 ft., Burrow 10 ft. through loose rubble or ashCR5AthleticsIntimidationPerceptionPersuasion
STR
18
save
DEX
12
CON
18
save
INT
10
WIS
14
save
CHA
16
save
Glory Above Fear. Mekharn has advantage on saving throws against being frightened. While he can see a hostile creature within 30 feet that has hit him since the end of his last turn, he can move through the space of that creature's allies as if it were difficult terrain, but he cannot end his move there. This reflects his fanatical drive to reclaim the center of the fight.
Arena Guard. While Mekharn is not incapacitated and is wearing his shield, he can add his shield bonus to his AC against one melee attack that would hit him. He can do this only once per round.
Shadowed Footwork. If Mekharn starts his turn in dim light or darkness, he can move up to 10 feet without provoking opportunity attacks. He is practiced at slipping along the shadowed edges of a crowd.
Multiattack. Mekharn makes two War Pick attacks.
War Pick. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () piercing damage plus 7 () radiant damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 10 feet straight away from Mekharn. On a hit, Mekharn gains 5 temporary hit points if the target is a creature with a challenge rating or level lower than 10, as the Obsidian Hood drinks in the shame of its foe.
Arena Challenge. Mekharn slams the butt of his pick into the ground and points at one creature he can see within 30 feet. The target must succeed on a Wisdom saving throw or be goaded into a duel until the end of Mekharn's next turn. While goaded, the target has disadvantage on attack rolls against creatures other than Mekharn, and the first time it deals damage to Mekharn before the effect ends, Mekharn can immediately move up to 10 feet without provoking opportunity attacks. A creature that succeeds on the save is immune to this effect for 24 hours.
Hood of Ash and Glory. Mekharn exhales a furnace-hot oath through his visor. Each creature of his choice within 15 feet must make a Constitution saving throw, taking 14 () radiant or necrotic damage, Mekharn's choice, on a failed save, or half as much damage on a successful one. A creature that fails the save cannot take reactions until the start of its next turn.
Gladiator's Guard. When a creature Mekharn can see hits him with a melee attack, he adds +2 to his AC against that attack, potentially causing it to miss. If the attack misses, Mekharn can make one War Pick attack against that creature.
1st level
Shield of FaithAbjuration Mekharn wreathes himself in stubborn protection, granting +2 AC for 10 minutes.
Compelled DuelEnchantment Mekharn marks one enemy for a brutal duel. The target has disadvantage on attack rolls against creatures other than Mekharn.
BlessEnchantment Mekharn bolsters his allies or himself with a battle chant that improves attack rolls for a short time.
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