War. Every creature within 120ft must make a WIS Saving throw DC 20 at the start of their turn. On a Fail they must use their turn to attack. If there are no creatures to attack within range they take 50 points of Psychic Damage. On success, creatures immune for 24hrs.
Legendary Resistance (3/Day). If War fails a saving throw, it can choose to succeed instead.
Multiattack. Make an Imposing Presence, then 2 Great sword of war attacks. (only one of the attacks may hit more then one enemy)
Imposing Presence. All creatures within 30ft makes a WIS Save DC 20. On Fail they spend their next turn attacking their allies. On success they are immune to this effect for 24hrs.
Great Sword of War. Mele weapon Attack +15 to hit, range 10ft., 1-All(within10ft) target. Hit: 20 (2d10 + 10) Slashing damage.
Attack of Opportunity.
War 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. War regains spent legendary actions at the start of its turn.
Move.
Retaliate (Costs 2 actions). 1 attack against last to hit war.
War time(Costs 3 actions). Reset the timers on War and Imposing Presence.
Subdue. If War drops to 0 HP, he returns to the celestial world, and cannot return for 1000 years.
Description
Roams the land causing war.
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