doesn't have disadvantage on his ranged attack rolls when within 5 feet of a hostile creature.
Any creature within 10 feet of Rahadin that isn't protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. 2 psychic damage at the beginning of their turn.
- • Wind Strike.
Rahadin moves up to his speed in a straight line toward an unoccupied space he can see, including through enemy spaces. Each creature he passes through takes 14 damage.
- • (2X) Saber.
1d8+6. On damage: may push 1 space; on crit: may push and knock prone
- • (X3) Thorn and Chain.
Thorn: 1d6+6. On damage: bleeding (DC 19 STR on start of turn or take 1d6 damage. (Healing or save ends) Chain: 1d6+6 On hit: restrained (cannot move)
- • Poisoned Dart.
Reach 12. 1d4+10 poison. DC 15 Str save or be poisoned until the end of their turn.
When Rahadin drops to 160 hit points, he stows his saber and draws his twin scimitars, Thorn and Chain.
Rahadin is dying! 100 more damage and he's dead! Until then, the Screams of the Dead becomes a Deathly Choir and deals 9 psychic damage to each creature within 2 spaces on start of each of his turns.