Relentless (Recharges after a Short or Long Rest). If Anton takes 14 damage or less that would reduce him to 0 hit points, he is reduced to 1 hit point instead. Tactics Mastery. Anton has advantage on initiative rolls.
Multiattack. Anton makes three melee attacks or two ranged attacks. Brutal Cudgel. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Laser Pistol. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 5 (1d10) radiant damage. Commanding Shout (1/Day). Anton chooses up to three allies he can see within 30 feet of him. For 1 minute, those allies have advantage on attack rolls and saving throws against being frightened.
Counter Punch. When a creature misses Anton with a melee attack, he can make one melee attack against that creature as a reaction.
Just ideas below, pick and choose
Anton's lair is a fortified mansion deep within Carasinite territory. Built to withstand assaults and equipped with the latest technology, this base is a testament to the family's might and wealth. On initiative count 20 (losing initiative ties), Anton can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
Security Turrets: Anton activates security turrets hidden in the walls or ceiling. Each turret makes a ranged attack against up to two different targets he can see, with a +5 to hit and dealing 10 (3d6) piercing damage on a hit. The turrets retract after firing, making them hard to target until their next activation.
Reinforcements: A hidden door slides open, and 1d4 Carasinite enforcers pour into the room to defend their leader. They act on the following initiative count.
Gas Release: Vents in the ceiling release a sedative gas. Every creature in the room must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, a creature is also incapacitated. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful save. Ventilation systems clear the gas at the end of the current turn.
Electrified Floors: Anton activates a hidden mechanism, and sections of the floor become electrified. He chooses up to three 10-foot-square sections of the floor, which become electrified until the next round. Any creature that starts its turn on, or moves onto, an electrified section takes 10 (3d6) lightning damage.
Cyber Feedback: Anton activates a device that sends a disruptive frequency, targeting all cybernetically augmented individuals. Any creature with cybernetic enhancements in the lair must make a DC 14 Constitution saving throw or be stunned until the end of their next turn as their cybernetics go haywire temporarily.
Anton's lair is a testament to his family's power and influence. Each room is filled with art, luxury, and a palpable sense of danger. The mansion is designed not just for comfort but also for defense, ensuring that Anton and his family have the upper hand against any who would dare to challenge them on their home turf.