Special Trait Name. Enter the description for your special trait.
Spellcasting. War has no spellcasting but can cast one innate spell from inside itself. This spell can only be cast once War is below half health
Violent Corruption: War looks at one creature and the creature must make a DC 19 wisdom save. If the creature's intelligence or wisdom is 10 or lower they automatically fail. On a fail the creature goes into a violent rage. All attacks they make do plus 2D6 damage. The target also gets plus 2 to strength but intelligence, wisdom, and passive perceptionall all drop to 1. But, the target can no longer controll who they attack. The DM rolls a dice equal to the number of creatures the target can see and the roll decides who they attack. If they end up attacking War, War heals the damage that would of have been dealt to it. This effect last for 3 turns or until War disperses or ends the effects.
Multi Attack- War can either make two fist attacks or one axe attack
Action Melee Attack. Axe of Death +8 to hit, reach 10 ft. 1target. Hit: 2D6 damage bludgeoning damage. This attack counts as two attacks
Action Melee Attack. Smoldering Fist +8 to hit, reach 5 ft. 1 target: Hit 1D6 +3 fire damage. The target rolls a constitution save DC 14 if fail knock back 5 ft
Reaction Name. Enter the description for your action.
War can take 1 Legendary Action per round
Enraged Defense (Costs 1 Action). War loses 1 AC but if an enemy hits them the enemy takes 3 damage
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
War uses different form depending on their end goal. Sometimes War will appear as a leader of a country stoking conflict, other times as a general who inentionally causes the death of everyone in both armies, and sometimes they will appear as a massive hulking being with their axe of death at their side laying wase to hordes of creatures.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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Posted Dec 12, 2020First