Medium Fiend (Demon), Any Evil Alignment
Armor Class 21 Natural Armor
Hit Points 350 (350d10 + 15)
Speed
STR
28 (+9)
DEX
26 (+8)
CON
28 (+9)
INT
15 (+2)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws STR +16, DEX +15, CON +16
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Frightened
Senses Passive Perception 14
Languages --
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Special Trait Name.

Ascended Endurance (1/Day). When Aatrox is reduced to 0 hit points but not killed outright, Aatrox can drop to 1 hit point instead.

Blood Magic (3/Day). As a bonus action, Aatrox can heal his wounds for 2d8 + CHA hit points.

Sealed Weapon. Aatrox is proficient in the use of his darkin blade. In order to roam the world, Aatrox uses mortal flesh to sustain his form. The weapon must remain within 10 feet of Aatrox at all times. Without a host, the Darkinʼs consciousness is plunged in darkness, without the ability to see or feel until another mortal attempts to wield them.

Vengeance of the Darkin. When making a melee weapon attack, Aatrox can critically hit on a 19 or 20. When Aatrox critically hits, roll one of the weaponʼs damage dice one additional time and add it to the extra damage of the critical hit.

 

 

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Action Name. 

Infernal Chains. Aatrox smashes the ground and sends out a chain of dark energy from himself in a 15-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 20 Dexterity saving throw. The creature closest to Aatrox that fails the save takes 30 (5d8 + 3) force damage, and is chained to a field of infernal energy that surrounds them in a 10 foot cone. In this field, the creatureʼs movement is halved. If the creature ends their next turn anywhere in the field, they are dragged back to the center and take another 30 (5d8 +3) force damage. Then, the effect ends

Multiattack. Aatrox makes three melee weapon attacks with his sword: a downward swing, a slash, and a downward stab.

Downward Swing. Melee Weapon Attack: +14 to hit (+16 during World Ender), reach 20 ft., one target. Hit: 25 (3d12 + 8) piercing damage (or 3d12 + 10 during World Ender)

Slash. Melee Weapon Attack: +14 to hit (+16 during World Ender), reach 15 ft., three targets in a cone in front of Aatrox. Hit: 30 (4d12 + 8) slashing damage (or 4d12 + 10 during World Ender).

Downward Stab. Melee Weapon Attack: +14 to hit (+16 during World Ender), reach 10 ft., three targets in a 10 ft. radius sphere around Aatrox. Hit: 35 (5d12 + 8) slashing damage (or 5d12 + 10 during World Ender).

 

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Excepting World Ender, Aatrox can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Aatrox gains spent legendary actions at the start of his turn.

Legendary Action Name (Costs # Actions).  World Ender (1/Day). As a bonus action or legendary action, Aatrox can enter World Ender, a state of increased strength, healing, and speed. World Ender lasts for 10 minutes; however, its duration is refreshed another 10 minutes if Aatrox brings another creature to 0 hit points. While in World Ender, Aatrox gains the following features:

• Frightful Presence. Upon activation of World Ender, any creature hostile to Aatrox that starts its turn within 120 feet of him must make a DC 20 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. • Strength. Aatroxʼs Strength score increases to 30 (+10). • Speed. Aatroxʼs speed increases to 60 ft., and he gains a flying (hovering) speed of 40 ft.

• Self-Healing. Once per round, when successfully landing a melee weapon attack, Aatrox can self-heal hit points equal to the damage he inflicted. Deathbringer Stance. Aatrox makes a DC 17 Wisdom (Perception) check about a hostile creatureʼs next move. On success, if the creatureʼs action damages Aatrox, Aatrox takes halved damage.

Umbral Dash. Aatrox moves up to half his speed. Umbral Dash can be used once during a Multiattack as a bonus action. Slash Attack. Aatrox makes a slash attack.

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.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

  • Magical darkness spreads from a point on the ground, filling a 15-foot-radius sphere until dismissed. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
  • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point on the ground. The cloud spreads around corners and remains until dismissed (by you, the DM!). The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when dismissed.

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.

CasterEmulated

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