Martial Advantage. Once per turn, Aratrax can deal an additional 10 (3d6) damage to a creature he hits with a weapon attack if that creature is within 5 feet of an ally of Aratrax that isn't incapacitated.
Multiattack. Aratrax makes two longsword attacks. If he has a shortsword drawn, he can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Lightning Breath (Recharge 5–6). Aratrax exhales lightning in a 30-foot line. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) lightning damage on a failed save, or half as much damage on a successful one.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Aratrax can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Aratrax. A creature can benefit from only one Leadership die at a time. This effect ends if Aratrax is incapacitated.
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