Magical Resistance. War has advantage on saving throws against spells and other magical effects.
Field of battle. war gains an additional 1d4 for every enemy within 30 feet of war.
Multiattack. War makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 6 ft., Hit: 16 (2d6 + 9) slashing damage, plus 27 (6d8) force damage
Call to arms. All enemies within 30 feet must make a DC 18 Wisdom saving throw. On a failed save, enemies must spent their next action to make melee attacks against war.
Master of chaos. War feeds on chaos and conflict and in turn feeds back into it making everyone in his vicinity violent and unwilling to compromise. Persuasion rolls made within 60 feet of war are made at a disadvantage. In addition, at the beginning of each of wars turns he regains 20 hit points and his attacks deal an additional 1d6 force damage.
War can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. War regains the spent legendary actions at the start of his turn.
Greatsword (Costs 1 Actions). War makes an attack with his greatsword.
Tide of chaos. (Cost 3 Actions) war uses is power over chaos to turn allies against one another. One target makes a DC 18 Wisdom saving throw. On a failed save the target must attack it's closet ally for 1 minute or until it's hit points are reduced to 0.
Description
War always rides his horse, Ruin, into battle.
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