Fighting Style: Defense (+1 AC while armored). Fighting Style: Dueling (+2 to damage rolls with weapon while wielding no other weapons). Second Wind: Restores 1d10 + Fighter level hit points as a bonus action. Action Surge: Extra action on top of any possible bonus action. Martial Archetype: Champion (Superior Critical on 18-20) Feat: Resilient (Wisdom) Indomitable: Reroll a saving throw 1/day. Warbringer: Aerix may add +5 to hit to one attack roll 1/day.
Multiattack. Aerix makes three attacks. Peacemaker. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 1d8+5 slashing damage.
Bulwark. The next incoming attack takes a -5 penalty. If this attack would become a miss, the attacker must make a DC 16 Strength (Athletics) saving throw or become disarmed by a forceful blast of energy, sending their weapon reeling 1d4 times 10 feet away in a random direction.
Aerix can take 3 legendary actions, using the options listed below. He can only take one legendary action at a time and only at the end of another creature's turn. Aerix regains spent legendary actions at the start of his turn. Command Weapon. Aerix commands an animated weapon to make an attack upon a target. This attack can benefit from his superior critical. Steel Tempest (2 actions). Aerix surrounds himself with a swirling barrier of weaponry until the beginning of his next turn. Any target that starts its turn within 5 feet of Aerix or that enters an adjacent space must succeed on a DC 16 Dexterity (Acrobatics) saving throw or suffer 4d4 piercing, 4d4 slashing and 4d4 bludgeoning damage. A successful save results in half damage. Swordstorm (3 actions). Aerix commands a storm of weaponry to drop on a 15 by 15 foot area. All targets within the area must succeed on a DC 16 Dexterity (Acrobatics) saving throw or suffer 6d6 force damage as weaponry rains down upon them. The remaining area acts as difficult terrain (half movement speed) and for every 5 feet moved in the area, a target suffers 1d4 piercing, 1d4 slashing and 1d4 bludgeoning damage.
When fighting inside its lair, Aerix can invoke additional effects to take lair actions. On initiative count 20 (losing ties), Aerix can take one lair action to cause one of the following effects:
The room is line with weaponry from the floor stretching into the open darkness above. There are easily over ten thousand weapons hanging here.