Large unknown, Chaotic Evil
Armor Class 20 Natural Armor
Hit Points 120 (10d20 + 10)
Speed 20 ft.
STR
20 (+5)
DEX
15 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 10
Languages Celestial, Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

BloodlustAatrox lusts for blood and carnage, whenever he deals damage he heals himself for 1d10 hitpoints, if he hits multiple targets with one attack, roll for each target hit.

Godslayer: Aatrox despises the Gods, and those who are related to them, Aatrox deals 1d10 bonus damage to any celestial being

Actions

Darkin Blade: melee 10ft Aatrox slashes with his blade dealing (2d10+10) slashing damage to everything in a 10 foot line, if Aatrox uses this attack consecutively, it gains +1d10 to the damage roll (up a to maximum of +2d10). After this modifier is applied twice, it resets. The second use of Darkin Blade is a 10 foot cone, and the third is a 10 foot circle.

Infernal Chains (recharge 3-5): ranged attack 15 feet Aatrox sends forward a chain made of fire, the first non-ally hit by this attack must make an dexterity saving throw of 16+. If this roll is failed, the target takes (2d10+15) fire damage and is pulled 5 feet towards Aatrox

 

Bonus Actions

Dash (once per turn): Aatrox dashes forwards up to 5 feet, this can be used to extend the range of Darkin Blade and Infernal Chains. This bonus action can be taken either before or during an attack.

Reactions

Wrath (once per turn)(recharge 1): If Aatrox takes more than 15 damage from a single attack, he can choose to sacrifice all actions to unleash a burst of energy, pushing back any non ally within 10 feet of him 5 feet away. Aatrox then heals for 1d10 +5 hit points per enemy struck

Legendary Actions

World Ender (recharge 1-3): Aatrox unleashes his full power, increasing his damage dealt by 1d10 and increases Bloodlust healing by +5 hitpoints. This lasts for 2 turns, and then recharges

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

XenonBattlehammer

Comments

Posts Quoted:
Reply
Clear All Quotes