None of the monsters in this publication have been playtested, if you wish to help with this message /u/Jsahl, I appreciate any and all feedback.

Disclaimer : Please note that many flavour text descriptions and champion images have been taken or adapted from Riot Games' official champion information pages at http://gameinfo.na.leagueoflegends.com/en/game-info/champions/ . As well, many ability descriptions have been taken or adapted from Wizards of the Coast's D&D 5th Edition Monster Manual, Player's Handbook, and Dungeon Master's Guide.

Aatrox is a legendary warrior, one of only five that remain of an ancient race known as the Darkin. He wields his massive blade with grace and poise, slicing through legions in a style that is hypnotic to behold. With each foe felled, Aatrox's seemingly living blade drinks in their blood, empowering him and fueling his brutal, elegant campaign of slaughter.

Massacre (1/day). Dark red tendrils of necrotic energy begin bursting out of the shadows around Aatrox. When Aatrox uses this ability, as well as at the end of each of his turns for the next minute, each creature within a 30 foot radius of him must make a DC 20 Charisma saving throw or take 28 (5d10) necrotic damage. In addition, any time a creature other than Aatrox takes damage within the radius, he heals for half of the damage dealt.

Blades of Torment. Aatrox unleases bright red energy from his blade in a 1 foot wide by 30 foot long line. Each creature in that area must make a DC 19 Dexterity saving throw or take 27 (6d8) necrotic damage.

Dark Flight. Aatrox leaps into the air, gaining a flying speed of 60 ft. until the end of his turn.

Multiattack. Aatrox attacks three times with his sanguine blade, or once and uses Dark Flight or Blades of Torment.

Blood Well. Upon taking fatal damage Aatrox is surrounded by a swirling shell of blood, inside he enters into a stasis, regaining 28 (5d10) hit points each turn. The shell of blood has 25 hit points and an armor class of 25. Aatrox leaves stasis once he has regained full hit points or the shell is broken. Once Aatrox enters Blood Well he cannot do so again until he has completed a long rest.

Blood Thirst/Blood Price. Every third successful melee attack made by Aatrox is empowered. Aatrox can choose to either take 9 (2d8) necrotic damage and deal an additional 18 (4d8) necrotic damage, or regain hit points equivalent to half the damage dealt by the attack.

Unbreakable Will (Recharge 6). Alistar steels his resolve, violently breaking free from any magical restraints. Immediately end any and all magical conditions causing Alistar to be charmed, frightened, paralyzed, restrained, or stunned. Alistar becomes immune to these conditions and resistant to all damage until the beginning of his next turn.

Pulverize. Alistar smashes the ground, all creatures within 5 feet must make a DC 18 Constitution saving throw or be knocked 2d4 x 10 feet in the air. Enemies that have been hit by headbutt this turn make their saving throw at disadvantage. Huge or larger creatures cannot be affected by pulverize.

Headbutt. Melee Weapon Attack: +9 to hit, range 15 ft., one target. Alistar dashes forward, ramming a target within range with his head, dealing 5d10 bludgeoning damage and knocking them back 15 feet. After hitting a creature with headbutt Alistar can immediately use pulverize instead of knocking the target back.

Trample. Whenever Alistar moves within 5 feet of another creature, that creature must make a DC 18 Constitution saving throw or be knocked prone.

Triumphant Roar. Once per turn, Alistar can use his bonus action to heal himself and one ally within 15 ft. for 2d10 hit points.

A lonely and melancholy soul from ancient Shurima, Amumu roams the world in search of a friend. Cursed by an ancient spell, he is doomed to remain alone forever, as his touch is death and his affection ruin. Those who claim to have seen him describe Amumu as a living cadaver, small in stature and covered in bandages the color of lichen. Amumu has inspired myths, folklore, and legends told and retold for generations - such that it is impossible to separate truth from fiction.

Curse of the Sad Mummy (Recharge 6) Amumu entangles all enemies within a 60 ft. radius in bandages. All creatures within range must make a DC 16 Wisdom saving throw or suffer 11 (2d10) necrotic damage and be restrained by bandages. Creatures must succeed on a DC 16 Strength check to break free from the bandages, or another creature must spend their action cutting them out.

Bandage Toss Ranged Weapon Attack. +8 to hit, reach 30 ft., one target. Hit 17 (3d10) necrotic damage and the target is restrained by bandages. The target must succeed on a DC 16 Strength check to break free from the bandages, or another creature must spend their action cutting them out. If Amumu hits a creature with this attack he can fly forwards along the bandage into melee range of the target.

Cursed Touch. Amumu's touch radiates misfortune. Whenever a creature makes contact with Amumu or his bandages they must make a DC 12 Wisdom saving throw or be cursed. Creatures affected by the curse have disadvantage on all attacks, ability checks, and saving throws until the curse is dispelled. Once a creature succeeds on their saving throw they are immune to Amumu's cursed touch for 24 hours. The curse can be dispelled in the usual ways.

Despair. Whenever a creature begins their turn or moves within 5 ft. of Amumu they must make a DC 12 Wisdom saving throw. On a failure the creature is overcome with uncontrollable anguish, spending their entire turn wallowing in sorrow.

Wing Attack (Costs 2 Actions). Anivia beats her wings. Each creature within 15 feet of Anivia must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. Anivia can then fly up to half her flying speed.

Glacial Storm. Anivia summons a driving rain of ice and hail. All creatures currently affected by Anivia’s Glacial Presence must make a DC 20 Constitution saving throw, taking 14 (4d6) cold damage and 14 (4d6) piercing damage on a failed save. On a successful save creatures take no damage.

Anivia 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. Anivia regains spent legendary actions at the start of her turn.

Creatures that are resistant or immune to cold damage cannot be frozen by this attack.

Frozen creatures are considered paralyzed and are unable to breathe within the ice and begin suffocating as outlined on page 183 of the Player’s Handbook. Affected creatures can make a DC 20 Strength check on subsequent turns to attempt to break free from the ice. Other creatures can break the ice from the outside with a DC 16 Strength check.

Flash Frost. Anivia brings her wings together and summons a massive 5 foot diameter sphere of ice. The sphere travels in a line and explodes at a point within 120 feet (the sphere explodes early if it makes contact with anything). Any creature within a 15 foot radius of the sphere when it explodes must make a DC 20 Constitution saving throw. On a failure, creatures take 42 (12d6) cold damage and are frozen solid in a pillar of clear ice, on a success, creatures take half as much cold damage and are not frozen.

Frostbite. Anivia blasts a target within 30 feet with a freezing wind. The target must make a DC 20 Dexterity saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one. If the target is frozen by Anivia’s Flash Frost, the pillar of ice surrounding them violently shatters and they take an additional 36 (8d8) piercing damage.

Multiattack. Anivia makes two attacks, one with her bite and one with her talons. She can then use either Flash Frost or Frostbite.

Rebirth. Upon dying, Anivia’s soul will retreat into an egg of ice, buried in the thick snow of her lair. After 1d4 months, Anivia is reborn from the egg.

Glacial Presence. Anivia radiates an aura of the coldest winter. Each creature within 60 ft. of Anivia has their speed reduced to half unless they are immune or resistant to cold damage. Additionally, any liquid freezes solid while within 60 ft. of Anivia (including magical substances such as potions).

Multiattack. Tibbers makes three attacks: two with his claws and one with his bite.

Enraged. Tibbers goes berserk. While enraged Tibbers' attacks do an additional 7 (2d6) fire damage and his speed doubles. Tibbers becomes enraged for one turn when he is summoned and when Annie takes damage. Tibbers becomes permanently enraged if Annie dies.

Loyal Companion. Once Tibbers is summoned by Annie, he will do anything to keep her safe. Whenever a creature enters melee range of Annie, Tibbers can use his reaction to move up to his entire movement to place himself in between Annie and her attacker.

Summon: Tibbers. Annie wills her bear Tibbers to life, summoning his true form at a location within 30 feet. Roll initiative separately for Tibbers when he is summoned, he joins the initiative order at the beginning of the next round. If any creatures are within 5 feet of where Tibbers is summoned they must make a DC 20 Dexterity saving throw or take 4d8 fire damage, taking half damage on a success.

Spellcasting. Annie can cast the following spells, her spellcasting ability is Charisma (Spell Save DC 20. +13 to hit with spell attacks):

Pyromania. When Annie rolls a 1 or 2 on a damage die for a spell dealing fire damage she can reroll the die and must use the new roll.

Celestial Expansion. Aurelion Sol accelerates the stars around him, forcing one creature within 120 feet to be immediately affected by Center of the Universe.

Aurelion Sol 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. Aurelion Sol regains spent legendary actions at the start of his turn.

Voice of Light (1/day). Aurelion Sol projects a blast of pure starfire from his maw. Each creature within a 15-foot wide by 120-foot long line must make a DC 24 Dexterity saving throw, taking 163 (25d12) radiant damage on a failed saving throw or half as much on a successful saving throw. On a failed saving throw a creature is also pushed back, ending 120 feet from Aurelion Sol.

Comet of Legend. If Aurelion Sol uses the dash action to double his movement, he can instead transform into a comet and move up to 1200 feet in a single direction on his turn.

For each stored charge of Starsurge, the attack's radius increases by 5 feet and its damage dice increase by 2d10 (for example, after 3 charges Starsurge affects a 20 foot radius sphere and does 6d10 force damage).

Starsurge. Aurelion Sol begins conjuring a growing orb of volatile celestial energy in the air beneath him. For every turn Aurelion Sol maintains concentration on this attack he stores one Starsurge charge, the cosmic orb increasing in size and its potential effect growing more powerful. After initiating the attack Aurelion Sol does not need to expend an action to charge it on subsequent turns. On his turn, Aurelion Sol can use his action to release the orb at a point within 120 feet. All creatures within a 10 foot radius sphere of that point take 2d10 force damage, or half as much on a successful DC 22 Dexterity saving throw.

Center of the Universe. Small stars orbit Aurelion Sol, travelling around him at great speeds. Whenever any creature ends their turn within 120 feet of Aurelion Sol they must make a DC 22 Dexterity saving throw to avoid the circling stars. On a successful save that creature is unaffected, on a failed save they roll a d6 to determine what type of star impacts them:

Tempered Fate (1/day). Bard sends spirit energy arcing to a location within 60 feet. All creatures in a 10 foot radius from that location are briefly sent into stasis along with their carried items, appearing to be petrified in gold until the end of Bard's next turn. While in stasis creatures are invulnerable, immune to any spell effects, and cannot move or take any actions.

Magical Journey fails if there is no occupiable space within 200 feet of the portal's entrance

Magical Journey. Bard touches a flat surface of at least 10 square feet, creating a temporary golden portal directly to the nearest occupiable space on the other side. The portal lasts as long as Bard maintains concentration on it. Large or smaller creatures can move through the portal one way, instantaneously appearing on the other side. Visible glyphs appear on the surface of the portal's entrance and exit, which last for 8 hours after the portal is dispelled.

Bard cannot use Cosmic Binding on a creature that is already bound. The tether fades from creatures after 3 days or if it is cut by a blade in the ethereal plane.

Cosmic Binding. Bard creates a magical tether in the ethereal plane, binding either two creatures, or one creature and an object, each within 60 feet of Bard and 10 feet of each other. For as long as the tether lasts, the affected creatures cannot move more than 10 feet from one another. The tether can be only be seen by creatures in the ethereal plane.

Caretaker's Shrine. Bard reveals a glowing circular shrine on the ground within 30 feet. Any creature that touches the shrine instantly regains 18 (4d8) hit points. If the shrine remains untouched for 12 seconds its restorative power increases, instead granting 36 (8d8) hit points. Once the shrine is touched it disappears.

On a hit, roll a d4. On a roll of 1 to 3 the meep strikes through the target, disintegrating into cosmic dust and dealing 18 (4d8) force damage to the target creature as well as each creature within a 15 foot cone behind the traget creature. On a roll of 4 the meep bounces off the target and enters combat at initiative 20 next turn.

Static Field (Recharge 5-6). Lightning arcs off Blitzcrank in all directions, covering a 60 foot radius in dangerous electricity. Each creature in that range must make a DC 20 Constitution saving throw. On a failed saving throw creatures take 55 (10d10) lightning damage and are temporarily robbed of all magical ability. Creatures can repeat the saving throw at the beginning and end of their subsequent turns and are unable to cast spells until they succeed. On a successful saving throw creatures take half damage and are not robbed of their magic.

Rocket Grab. Blitzcrank fires his right hand to grab an enemy within 60 feet. The target creature must make a DC 20 Dexterity saving throw or take 25 (4d8 + 7) bludgeoning damage plus 11 (2d10) lightning damage and be restrained and pulled back to Blitzcrank.

Power Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 30 (5d8 + 7) bludgeoning damage plus 28 (5d10) lightning damage and the creature must make a DC 20 Constitution saving throw or be knocked 30 feet into the air.

Erratic Antimagic Static. Whenever a creature begins their turn within 60 feet of Blitzcrank, roll a d4. On a roll of 4 a burst of electrical energy flies out of Blitzcrank's form, shocking the creature and dealing 11 (2d10) lightning damage. Shocked creatures are temporarily disoriented and are unable to cast spells for the rest of their turn.

Overdrive. As a bonus action on his turn, Blitzcrank can super charge his movement faculties. Blitzcrank's speed increases to 60 feet until the end of his turn, however his speed is reduced to 15 feet on his next turn.

Mana Barrier. When Blitzcrank falls below 80 hit points he instantly surrounds himself in a protective orb, gaining 50 temporary hit points for up to a minute. While Blitzcrank has these temporary hit points his armor class increases to 25.

Lightning Absorption. Whenever Blitzcrank is subjected to lightning damage, he takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Immutable Form. Blitzcrank is immune to any spell or effect that would alter his form.

Conflagration (Costs 2 Actions). Brand evokes the infernal magic of his blaze. All creatures within 120 feet of Brand that have at least 1 point of blaze take 33 (6d10) fire damage. This damage does not impart additional points of blaze.

Brand 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. Brand regains spent legendary actions at the start of its turn.

Pillar of Flame (Recharge 6). Brand conjures a blast of fire originating from the ground in a 30 ft. radius circle within 120 feet. All creatures within range take 55 (10d10) fire damage, or half as much on a successful DC 22 Dexterity saving throw. The ground affected by this spell is set ablaze. Until Brand uses a free action to dismiss the fire or it is put out by other means it is considered difficult terrain. Any creature attempting to move through the area takes 4 (1d6) fire damage per 5 feet of movement, or half as much on a successful Constitution saving throw. Any creature that ends its turn within the fire's radius takes an additional 17 (3d10) fire damage.

Pyroclasm (1/day). Brand unleashes a devastating torrent of fire directed at a creature within 30 feet, making a ranged spell attack. If this attack hits, the target takes 42 (12d6) fire damage on a failed DC 22 Constitution saving throw, or half as much on a success, and their torso is surrounded in flames. At initiative count 20, if another creature is within 15 feet of the original target, the blaze arcs off and spreads to them, dealing the same damage. Pyroclasm continues to spread this way from each new target every turn. If no creatures are within range for Pyroclasm to spread to, the blaze dies out. Pyroclasm can affect the same creature more than once, it prioritizes targets with the most points of blaze first and the closest creature second.

If Brand succeeds it regains an amount of hit points equivalent to half of the possessed creature’s maximum hit points. Brand's statistics remain the same no matter the statistics of the body it is possessing. Brand cannot benefit from or use any knowledge, skills, equipment, or proficiencies previously held by its vessel.

Infernal Possession. Brand’s spirit possesses a mortal body, transforming it into a charred, blazing vessel for its ancient being. If any creature drops to 0 hit points as a result of fire damage from Brand’s spells, it can use all 3 of its Legendary Actions to possess their corpse. If the creature is unconscious they must make a DC 22 Wisdom or Constitution saving throw (their choice) or Brand possesses their body, killing them. If the creature is dead Brand's possession succeeds automatically.

Innate Spellcasting. Brand can innately cast the following spells, requiring no material components, its spellcasting ability is Charisma (Spell Save DC 23. +18 to hit with spell attacks):

Water Susceptibility. For every 5 ft. Brand moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Living Embers. Any non-magical metal weapons, armor, or tools not made of adamantine that come into contact with Brand immediately melt, becoming deformed and unusable.

Blaze. Brand's innate elemental magic imbues its flames with lasting power. Whenever a creature takes fire damage from Brand as a result of a spell, ability, or action, they receive a point of blaze. See the blaze table for effects. All points of blaze are removed from a creature if their body is completely submerged in water, otherwise treat points of blaze as exhaustion for purposes of removing them.

Fire Absorption. Whenever Brand is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

That is the last thing Kegan Rodhe remembers, for now his body belongs to Brand. It is a creature of olden times, perhaps even a casualty of the Rune Wars. It is known in ancient texts as the Burning Vengeance. It is a creature of pure fiery hate that exists for no other reason than to lay waste the world.

In a faraway place known as Lokfar there was a seafaring marauder called Kegan Rodhe. As was his people's way, Kegan sailed far and wide with his fellows, stealing treasures from those unlucky enough to catch their attention. To some, he was a monster; to others, just a man. One night, as they sailed through the arctic waters, strange lights danced over the frozen wastes. There was something hypnotic about them; it was something that drew them to it like moths to a flame. Trekking across the frozen waste, they came to a cave covered in ancient runes. The meaning of the runes long lost to them, Kegan led the way inside. There, inside a perfect cage of ice floated a dancing column of flame. There was no way such a thing should be burning, especially not in this place. However, its movement was as hypnotic as a siren's song, captivating and seductive. While the others stayed back, Kegan could not help but approach it while holding out his hand...

Twin Fang. Ranged Weapon Attack: +14 to hit, range 15/60 ft., one target. Hit 14 (4d6) poison damage. If Cassiopeia hits an enemy that is poisoned with this attack its damage increases to 28 (8d6), she can use the dash action as a bonus action on her turn, and she can use Twin Fang on the same target an additional time this turn. Cassiopeia can use Twin Fang up to five times on her turn.

Miasma. Cassiopeia spews venom in a 30 ft. cone, creating a cloud of hazey purple gas in that area, which lasts for up to 10 minutes, or until she uses a bonus action to dispell it on her turn. Any creature that enters the area must make a DC 19 Constitution saving throw. On a failure, creatures take 18 (4d8) poison damage, are poisoned, and are subjected to the effects of the slow spell so long as they are within the area of effect. On a success, creatures take no damage and are not poisoned but are still subjected to the effects of the slow spell. Creatures that are holding their breath or do not have to breathe have advantage on the saving throw. Any flying creature that enters the area has their flying speed reduced to 0.

Noxious Blast. Cassiopeia targets a 5 ft. diameter circle on the ground, summoning noxious poison within its area. For the next minute, any creature that steps within the circle must make a DC 19 Constitution saving throw or be poisoned.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Cassiopeia until the start of its next turn, when it can avert its eyes again. If the creature looks at Cassiopeia in the meantime, it must immediately make the save.

Petrifying Gaze. When a creature that can see Cassiopeia's eyes starts its turn within 30 ft. of her, Cassiopeia can force it to make a DC 19 Constitution saving throw if Cassiopeia isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

Feast (Recharge 6). Cho’Gath attempts to devour a living creature within 5 ft. with less than 100 hit points. That creature must make a DC 20 Constitution saving throw. On a success the creature is subjected to Cho'Gath's Bite attack and Feast remains charged. On a failure Cho'Gath feasts on their body and soul, destroying both in their entirety. After consuming a creature, Cho’Gath gains one stack of feast, provided that creature is of a challenge rating equal to or above twice his current number of feast stacks.

Feral Scream. Cho'Gath unleashes a terrible scream at enemies in a 90 foot cone. Each creature within the area must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. A creature that begins its turn while frightened by Cho'Gath takes 39 (7d10) psychic damage and is unable to maintain concentration on any spells.

Rupture. Cho’Gath slams into the ground, causing a 15 ft. radius circle of earth within 60 feet to rupture and vorpal spikes to shoot up through the fissures. Each creature within range must make a DC 21 Dexterity saving throw. On a failure, creatures take 45 (10d8) piercing damage and are knocked 20 feet into the air. On a success, creatures take half damage and are not knocked into the air.

Multiattack. Cho'Gath makes four pincer attacks and one bite attack. It can then use either Rupture or Feral Scream.

Vorpal Spkies. Whenever Cho'Gath makes a melee weapon attack against a creature, it unleashes a barrage of deadly spikes in a 15 ft. cone behind that creature. Each creature in that area takes 21 (6d6) piercing damage, or half as much on a successful DC 21 Dexterity saving throw.

Apprehend. Darius sweeps forwards with his battleaxe. All creatures within a 15 ft. cone of Darius must make a DC 19 Dexterity saving throw or be pulled within 5 ft. of Darius.

Noxian Guillotine. Darius leaps into the air to strike a lethal blow against a creature within 10 feet. If the creature has less than 40 remaining hit points they must make a DC 19 Constitution saving throw. On a success the creature drops to 0 hit points, on a failure the creature dies instantly and Darius may use Noxian Guillotine again this turn. If the creature has more than 40 hit points remaining they instead take 39 (6d10 + 6) slashing damage.

Decimate. Darius winds up and swings his battleaxe in a 10 ft. radius circle. Creatures within 5 ft. of Darius take 11 (2d10) bludgeoning damage from the battleaxe's handle. Creatures between 5 and 10 feet from Darius must make a DC 19 Dexterity saving throw. On a successful save, creatures avoid the attack. On a failed save creatures takes 39 (6d10 + 6) slashing damage from the battleaxe's blade. For each creature that is damaged by the blade Darius regains 25 hit points.

Noxian Might. If Darius damages a creature three or more times with his battleaxe on a single turn he becomes imbued with inhuman strength for the next six seconds. During this time Darius has advantage on all weapon attacks and deals an additional die of damage with his battleaxe.

Hemorrhage. A creature that has been damaged by Darius' battleaxe since their last turn takes an additional 21 (6d6) damage at the beginning of their turn.

"Beware the Madman of Zaun. In his eyes, you are already dead."

Dr. Mundo, the Madman of Zaun Large humanoid, chaotic evil Armor Class 15

15 Hit Points 766

766 Speed 30 ft. STR DEX CON INT WIS CHA 21 (+5) 17 (+3) 24 (+7) 24 (+7) 4 (-4) 10 (+0)

Senses passive Perception 6

passive Perception 6 Condition Immunities charmed, frightened

charmed, frightened Languages Common

Common Challenge 25 Legendary Resistance (3/day). If Dr. Mundo fails a saving throw, he can choose to succeed instead.

Adrenaline Rush. Dr. Mundo regains 20 hit points at the beginning of each of his turns.

Tenacity. Dr. Mundo has advantage on all saving throws against magic effects that would slow, restrain, or otherwise impair his movement.

Burning Agony. If he chooses, Dr Mundo can set his body ablaze as a bonus action on his turn. While he is on fire, any creature who begins their turn within 5 ft. of Dr. Mundo takes 33 (6d10) fire damage. Dr. Mundo also takes the same amount of damage at the beginning of his turn. Dr. Mundo can put out the blaze as a bonus action on any subsequent turn.

Masochism. After taking damage, Dr. Mundo gains advantage on his next weapon attack.

Actions Multiattack. Dr. Mundo makes four cleaver attacks, one of which may be ranged.

Infected Cleaver. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 28 (8d6) poison damage and the target must make a DC 18 Constitution saving throw or be poisoned.

Sadism (1/day). For the next minute, Dr. Mundo is overcome with total bloodlust. For the duration, his speed increases to 45 ft., he regains an additional 60 hit points at the beginning of his turns, and he can make an additional cleaver attack as a bonus action on his turn.

Unrestricted Experimentation

It is said that the man now known as Dr. Mundo was born without any sort of conscience. Instead, he had an unquenchable desire to inflict pain through experimentation. By the time he was five, most of the pets in the Zaun neighborhood where Mundo grew up had gone missing. By his teenage years, his parents were nowhere to be found. By the time he had legally acquired his license to practice medicine, he had been acquitted of thirty-eight separate charges of murder by the Zaun authorities; the lack of evidence made prosecution impossible.

Dr. Mundo has become equal parts serial killer and mad scientist, though no one is entirely sure how his butchery qualifies as science. However, he has made tremendous strides in mapping the pain response in the human brain and body, going so far as being able to suppress it, even in the most excruciating of circumstances. He has also tapped into the primal parts of the brain through chemistry, learning how to enhance aggression and adrenaline, as well as dulling conscience and the survival instinct. In short, Dr. Mundo has spent his life creating the perfect science-enhanced killer, an accomplishment that Noxus noticed. The empire was impressed by his ambition, and recruited his talents to initiate a relationship between the two nations.

He continues his experiments to this day, even using himself as an experimental subject, as evidenced by his disfigured appearance and his... unique manner of speaking.