Fire Aura. At the start of each of Aartrox's turns, each creature within 5 feet of it takes (2d4) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Aartrox or hits it with a melee attack while within 5 feet of it takes (2d4) fire damage.
Magic Resistance. Aartrox has advantage on saving throws against spells and other magical effects.
Magic Weapons. Aartrox's weapon attacks are magical.
Multiattack. Aartrox makes two attacks: one with its greataxe and one with its horns.
Greataxe. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. (3d8 + 4) bludgeoning damage plus 3d4 fire damage.
Horns. melee attack: +2 to hit, reach 5 ft., 1 target, 2d6 piercing damage
Charge. Aartrox charges forward until he hits an immovable object (taking 3d6 damage), or until two targets are hit, targets must make a DC 20 dexterity saving throw and take 4d4 bludgeoning damage on a failed one. Targets that fail the saving throw make a DC15 CON saving throw taking 1d4 damage from a successful one and take 1d4 damage every turn until a long rest or have their status cured, as well as having their max health temporarily halved.
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