Legendary Resistance(3/day). If Aatrox would fail a saving throw, he may choose to succeed instead.
Deathbringer Stance(Recharge 4-6). The first melee attack Aatrox makes against a creature deals an additional 2d8 necrotic damage and heals Aatrox for all the damage dealt. That creature must succeed on a DC 18 Constitution saving throw or become unable to regain hit points until the start of Aatrox’s next turn.
Darkin. Aatrox regains 15 hit points when he damages a new target. He does not regain these hit points if Deathbringer Stance is active.
World Ender(1/day). When Aatrox’s hit points would become zero for the first time, instead he regains all of his hit points and gains a fly speed. His size is increased from large to huge, and each creature within 120 feet of Aatrox must succeed on a DC 20 Wisdom saving throw or be frightened of him for one round.
Multiattack. Aatrox makes three Darkin Blade attacks. He may forgo one attack to use Infernal Chains.
Darkin Blade. melee weapon attack, +16 to hit, reach 10 ft, one target. On hit: 2d12+9 slashing damage.
Infernal Chains. ranged weapon attack, +14 to hit, reach 30 ft, one target. On hit: 1d12+7 piercing damage and 1d6 fire damage. At the end of its turn, the targeted creature must make a DC 18 Strength saving throw or be pulled 15 feet towards Aatrox. He may make a Darkin Blade attack against that creature if it is pulled within melee range of him.
Umbral Dash. Aatrox moves 10 feet without triggering attacks of opportunity.
Aatrox has Villain Actions. He can take any action at the end of another creature’s turn, but only once during an encounter, and only one Villain Action per round.
Sound of Oblivion(World Ender only). Aatrox raises his sword, calling the blood of all surrounding creatures to fuel him. Each creature within 180 feet of him must make a DC 20 Constitution saving throw, taking 8d10 necrotic damage or half on a successful save. Aatrox regains 3d10 hit points for each failed save.
The Call of War. Aatrox unleashes a hellish warcry, causing a wild lust for violence on all creatures around him. Each creature within 180 feet of him that can hear him must succeed on a DC 20 Wisdom saving throw or become charmed by Aatrox for one round. Each charmed creature must spend its turn attacking the nearest creature, using its movement as necessary to get within range.
I DO NOT DIE. Aatrox may only use this Villain action if he is below 150 hit points. Aatrox moves towards the nearest creature and makes three melee attacks. These attacks ignore Darkin and instead heal Aatrox 40 hit points each.
Description
Enter a general description for your monster here.
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.
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