Cunning Action. You can take the Dash and Disengage actions as Bonus Actions.
Inhuman Athleticism. You have advantage on Athletics and Acrobatics checks, difficult terrain doesn't slow you down, and are perpetually under the effects of the jump spell. You also have advantage on Strength, Dexterity, and Constitution saving throws. You gain a +3 to all of these rolls.
Black Lightning Vengeance. Twice a round, when you are hit by an attack or spell, you deal 2d8 lightning damage + 1d8 necrotic to the source.
Magical Resistance. You have advantage on saving throws to resist the effects of spells and other magical effects.
Regeneration. You regain 30 hit points at the start of each round, unless you were hit with a Jaded weapon or radiant damage in the previous round
Villain Actions. You take three turns during the action phase. You also have an extra action each round, taken whenever a player ends their turn. You can only use one of your villain action options during this extra action depending on the round. After the third round of combat, you lose this extra action. You can also gain access to the quick phase.
Yogore. You have a taint score of 6. A 80ft radius of taint surrounds you and moves with you. Any creature that starts the first movement phase each round within that aura must make a DC 19 saving throw, or gain one level of taint. Additionally, they take 1d8 Necrotic damage.
Multiattack. You can make four claw attacks, or fire 4 Malicebolts.
Frightening Presence. At the beginning of combat, when you first transform, each creature that is aware of you must make a DC 19 wisdom saving throw or become frightened of you. A creature frightened this way must spend its entire turn running as far away from you as possible, and it can't willingly approach you. At the end of its last action phase (the action phase when it as used all its actions) the creature can repeat the saving throw, ending this effect on a save. Once a creature saves, it cannot be frightened in this way for 24 hours.
Claw. Hit: +12, damage 2d6+6 slashing damage, 1d6 necrotic damage. On a hit, they must make a DC 19 constitution saving throw or gain one level of taint
Malicebolt. Hit+11, damage 2d8+5 necrotic damage.
Black Lightning Discharge (recharge 4-6). As an action, you can discharge black lightning in a 20ft radius sphere centered on you. Each creature affected must make a DC 19 Dexterity saving throw or take 4d6 lightning damage + 4d6 necrotic damage. On a success they take half damage. On a hit, they must make a DC 19 constitution saving throw or gain one level of taint.
Koku Oohamaru(Recharge 5-6). You fire a large dark Maho Hamaru up 60ft from you. Each creature within 20ft of that point must make a DC 19 Dexterity saving throw or take 10d8 necrotic damage. On a success they take half damage. Additionally, any creature hit must make a DC 19 Constitution saving throw or gain one level of taint.
Black Lightning Bolt(recharge 5-6). As an action you can exhale a break of black lightning in a line up to 60ft. Each creature affected must make a DC 19 Dexterity saving throw or take 4d6 lightning damage + 4d6 necrotic damage. On a success they take half damage. On a hit, they must make a DC 19 constitution saving throw or gain one level of taint.
You can take two reactions in one round.
Vengeful Retaliation. If a creature within melee range misses you, you can make one claw attack at it.
Spiteful Pursuit. If a creature moves away from you, you can use your reaction to move up to half your speed.