Blood Frenzy. The Avatar of Slaughter has advantage on attack rolls made against a creature that doesn’t have all its hit points.
Charge. If the Avatar of Slaughter moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Imprison in Weapon. If the Avatar of Slaughter is reduced to 0 hit points, a creature can use their reaction to imprison its spirit within a mundane melee weapon on their possession. The weapon becomes a berserker axe except that its weapon type is the same as the mundane weapon used. Additionally, the weapon is sentient and can telepathically communicate with any creature that wields it, encouraging violence and malice. If the curse on the weapon is broken it is no longer sentient.
Magic Resistance. The Avatar of Slaughter has advantage on saving throws against spells and other magic abilities.
Rejuvenation. If the Avatar of Slaughter dies, and is not imprisoned in a weapon, it returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Standing Leap. The Avatar of Slaughter’s long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start.
Multiattack. The Avatar of Slaughter makes four attacks: one gore attack and three with its fists.
Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) piercing damage.
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