Disclaimer : Please note that many flavour text descriptions 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 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 30 foot 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 60ft. 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 50 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 15ft., 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 15ft. 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 60ft. 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 30ft., 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 5ft. of Amumu they must make a DC 14 Wisdom saving throw. On a failure the creature is overcome with uncontrollable anguish, spending their entire turn wallowing in sorrow.

Anivia, the Cryophoenix Large elemental, lawful good Armor Class 22 (natural armor)

22 (natural armor) Hit Points 304

304 Speed 30ft., climb 30ft., fly 90ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 18 (+4) 21 (+5) 26 (+8) 12 (+1) Saving Throws Dex +7, Con +12, Wis +14, Cha +7

Dex +7, Con +12, Wis +14, Cha +7 Damage Immunities cold; bludgeoning, piercing, and slashing from nonmagical attacks

cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Vulnerabilities fire

fire Senses Passive Perception 21

Passive Perception 21 Languages Common, Auran, Primordial

Common, Auran, Primordial Challenge 24 (62,000 XP)

Legendary Resistance (3/Day). If Anivia fails a saving throw, she can choose to succeed instead.

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

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.

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

Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 21 (2d12 + 8) piercing damage and 9 (2d8) cold damage.

Talons. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 17 (3d6 + 6) slashing damage.

Crystallize (1/day). Anivia casts wall of ice (Player's Handbook pg. 285) at 8th level.

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.

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.

Flash Frost. Anivia brings her wings together and summons a massive 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.

Frozen creatures are unable to breath 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.

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

Legendary Actions 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.

Frigid Domain. Anivia uses her Glacial Storm.

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.