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 +5 to all of these rolls.
Black Lightning Vengeance. Twice each round, when you are hit by an attack or spell, you deal 2d8 lightning damage + 2d8 necrotic to the source.
Legendary Resistance (3/day). If you fail a saving throw, you can choose to save instead.
Magical Resistance. You have advantage on saving throws to resist the effects of spells and other magical effects.
Regeneration. You regain 40 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 four turns each 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 8. Any creature that starts their first movement phase each round within that 15ft of you must make a DC 19 Constitution saving throw, or take 2d8 necrotic damage.
Multiattack. You can make 5 attacks. 1 with your bite, 3 claw, and 1 with your tail. Or fire 5 Malicebolts.
Frightening Presence. At the beginning of combat, when you first transform, each creature that is aware of you must make a DC 21 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.
Bite. Hit: +14, damage 2d6+7 piercing damage, 2d6 necrotic damage. On a hit, they must make a DC 21 constitution saving throw or gain one level of taint
Claw. Hit: +14, damage 2d6+7 slashing damage, 2d6 necrotic damage. On a hit, they must make a DC 21 constitution saving throw or gain one level of taint
Tail Slam. Hit: +14, damage 2d8+7 bludgeoning damage.
Malicebolt. Hit+13, damage 2d8+6 necrotic damage.
Black Lightning Discharge (recharge 4-6). As an action, you can discharge black lightning in a 25ft radius sphere centered on you. Each creature affected must make a DC 21 Dexterity saving throw or take 5d6 lightning damage + 5d6 necrotic damage. On a success they take half damage. On a hit, they must make a DC 21 constitution saving throw or gain one level of taint.
Koku Oohamaru(Recharge 5-6). You fire a large dark Maho Hamaru up 80ft from you. Each creature within 30ft of that point must make a DC 21 Dexterity saving throw or take 12d8 necrotic damage. On a success they take half damage. Additionally, any creature hit must make a DC 21 Constitution saving throw or gain one level of taint.
Black Lightning Bolt(recharge 5-6). As an action you can exhale a breath of black lightning in a line up to 80ft. Each creature affected must make a DC 21 Dexterity saving throw or take 5d6 lightning damage + 5d6 necrotic damage. On a success they take half damage. On a hit, they must make a DC 21 constitution saving throw or gain one level of taint.
You can take three reactions in one round.
Vengeful Retaliation. If a creature within melee range misses you, you can make one tail attack at it.
Spiteful Pursuit. If a creature moves away from you, you can use your reaction to move up to half your speed to follow it.
Malice Bolt. After a creatures turn you can make one attack with your Malice Bolt
Choose 1 lair action each round, or roll a 1d4, the same lair action cannot be used twice in a row.
Fires of Yomi. Pillars of hellfire erupt below every living creature within your lair. Each creature in the area must make DC 21 Dexterity saving throw, or takes 4d6 dark fire damage.
Lightning of the Kokuraiju. Bolts of red lightning strikes every living creature within your lair. Each creature must make a DC 21 Dexterity saving throw, or takes 4d6 dark lightning damage.
Dark Wave. Negative waves of energy are exuded from your body, affecting each creature in your lair. Each creature must make a DC 21 Constitution saving throw, or lose half their current hit points (minimum 1)
Taint Surge. A sudden shockwave of taint is unleased from your body. Every creature in your lair must make a DC 21 Constitution save, or gains one level of taint. If they are wearing a jade necklace they automatically save, but the jade necklace shatters.
The immediate area turns dark as the sky turns red and the clouds turn black. A 500ft radius sphere of taint materializes and each creature within that area must make a DC 21 constitution saving throw at the start of each round.