Aggresive. As a action, Ares can move up to his twice his speed to any creature it sees and makes an unarmed strike.
Divinity. Adds 5 to death saves.
Legendary Resistance (3/Day). If Ares fails a saving throw, he can choose to succeed instead.
Innate Spellcasting. (divinity)Ares' innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components:
(3/day each):Jump, Misty Step, Plane Shift
(1/day each):Divine Word, Divine Favor
Spellcasting. Ares is a 5th level spellcaster. His spellcasting ability is intelligence (spell save DC 26, +16 to hit with spell attacks). Ares has following wizard spells prepared:
Cantrips (at will): Frostbite,Thunderclap, Infestation,Control Flames
1st level (4 slots): Ice Knife, Earth Tremor, Cause Fear, Burning Hands
2nd level(3 slots): Mind Spike, Warding Wind, Dust Devil, Catupult
3rd level:(2 slots) Flame Arrows,Summon Lesser Demons, Wall of Sand, Fireball
Rage
In battle, you fight with primal ferocity. On Ares' turn, he can enter a rage as a bonus action.
While raging, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a
- +6 bonus to the damage roll
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
His rage lasts for 1 minute. It ends early if he is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. He can also end his rage on any turn as a bonus action.
He can Rage an unlimited number of times.
Danger Sense
Ares gains an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
He has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.
Brutal Critical
Ares can roll three additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Retaliation
When Ares takes damage from a creature that is within 5 feet of him, he can use his reaction to make a melee weapon attack against that creature.
Multiattack. Make one greataxe attack, moves 50ft and makes one Greatsword attack.
Ares' Blessing. Add a d4 to each saving throw to each ally.
Greataxe. Melee Weapon Attack: +16 to hit, reach 10 ft., 2 targets (5 feet apart). Hit: 3d12 + 10 slashing damage and 1d6 fire damage.
Painful Smite (3/day) Ranged Magic Attack: +16 to hit, range 60/120 ft., 5 targets. Hit: 5d10 fire damage and 5d10 radiant damage.
Unarmed Strike Melee weapon attack +10 to hit, reach 5ft., Hit:2d4+10
Greatsword Melee Weapon Attack: +16 to hit, reach 10 ft., 2 targets (5 feet apart). Hit: 6d6 + 10 slashing damage and 1d6 fire damage.
Knife Storm. Ranged Magic Attack: +16 to hit, range 60/120 ft., 5 targets. Hit: 2d10 piercing damage and 2d10 radiant damage.
Shield. Add 5 to AC against melee attacks.
Ares' can use these actions anytime.
Godly Call (Costs 1 Action).Ares throws his Greataxe and Greatsword into the ground. From the cracks in the ground, 1d6+1 steam mephit and 1d6-1 magma mephits erupt.They are buffed with a +3 to all ability scores and +3 to health. They follow Ares orders.
Howling Winds (Costs 3 Actions). Howling winds surround Ares within a 10ft radius. A enemy caught inside the winds takes 3d4 force damage each turn and must make a DC16 strength Saving Throw to move. It lasts for 1d4+1 turns.
Description
Enter a general description for your monster here.
Lair and Lair Actions
A dark castle or cavern with dead bodies and lost weapons(all broken). It is black and in perfect condition. It gives off a worrisome vibe. It is always obvious and intimidating.
Lair Actions
On initiative count 20 (losing initiative ties),Ares takes a lair action to cause one of the following effects; Ares can’t use the same effect two rounds in a row:
- Summon 1d6-1 Paladins of Ares. They appear anywhere that Ares can see.
- Ares blows a horn and call a storm and every creature must make a DC20 Dexterity saving throw or take 10d10 thunder damage.
Regional Effects
The region containing Ares' lair is under a divine sphere of influence, which creates one or more of the following effects:
- Orcs, Paladins of Ares and Rams (Boars) are more common and will attack on sight.
- Mist is common and rain is always harsh.
If Ares dies, these effects fade over the course of 1d10 days.
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