Brutality of War. War does not roll physical damage, but instead deals maximum damage.
Spellcasting. War is a 20-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). War innately casts spells and requires no spell slots and material components, and casts all of its spells as level 9 spells, and has following spells prepared:
Cantrips (at will): Booming Blade
Spells (at will): Earth Tremor, Cloud of Daggers, Blade Barrier
Divine Awareness. War knows if it hears a lie.
Legendary Resistance (3/Day). If War fails a saving throw, it can choose to succeed instead.
Magic Resistance. War has advantage on saving throws against spells and other magical effects.
Unstoppable Force. Any physical damage that War takes instead heals him. If he takes physical damage while being fully healed, the damage is transferred to his next damage roll. Furthermore War's damage is multiplied by its missing hp percent. For example, if war has 75% hp left, and therefore lost 25% of its hp, all damage rolls are multiplied by 1.25
Multiattack. War makes four melee attacks on its turn.
Mace of Crushing Attack. Melee Weapon Attack: +16 to hit, reach 10 ft., 1 target. Hit: 60 (3d10+30) bludgeoning damage. Furthermore, any creature within 5 feet of the target also takes damage, assuming the attack roll is equal to or higher than its AC. Any creature hit by a attack must make a DC 25 str saving throw or be knocked prone. After that, every creature knocked prone must make a DC 25 con saving throw or be stunned.
Frightful Presence. Each creature of War's choice that is within 120 feet of the War and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the War's Frightful Presence for the next 24 hours.
Seeking of Blood (Recharge 5-6). War gets another action and bonus action on its turn.
Kick. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 30 (1d10+20) bludgeoning damage. Any creature hit by the attack must make a DC 25 str saving throw or be launched 50 ft. away and knocked prone.
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.
Mace of Crushing (Costs 1 Action). War makes an attack on a target in range with its mace.
Kick (Costs 1 Action). War kicks a target in range.
Focus (Costs 2 Actions). War prepares an attack, making the next melee attack a critical roll.
Description
War is a huge angle only towered by Empyreans. Its skin is like copper and its eyes a pair of flaming orbs. Its whole stature is intimidating, and that is not even looking at War's mace, that is as tall as the angle itself and the head big enough to completely crush a solar. War's body is very muscular, and combined with its strong skin gives it no need to wear armor. It is however too heavy to fly properly, but it makes up for that by having a very swift stride.
War is perhaps the most serene of all angels, but that won't halt it from dealing out the gods divine punishment.
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