Weapons of War. War's weapon attacks are magical. When War hits with any weapon, the weapon deals an extra 10d8 fire damage (included in the attack).
Legendary Resistance (3/Day). If War fails a saving throw, she can choose to succeed instead.
Regeneration. War regains 20 hit points at the start of her turn. If she takes force damage, this trait doesn’t function at the start of his next turn. War dies only if she starts her turn with 0 hit points and doesn’t regenerate.
War's Sight. Magical darkness doesn’t impede War's darkvision.
War's Resilience. War has tough skill she adds +5 to her AC.
Innate Spellcasting. War's spellcasting ability is Charisma (spell save DC 27). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, heat metal
3/day each: gravity fissure, dispel evil and good, resurrection, blade barrier
1/day each: circle of power, control weather
Magic Resistance. War has advantage on saving throws against spells and other magical effects.
Multiattack. War makes two Punch of War or greatsword attacks, and one Longbow attack.
Punch of War. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage plus 45 (10d8) fire damage. This attack ignores resistance and immunity to fire damage.
Greatsword. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 45 (10d8) fire damage. This attack ignores resistance and immunity to fire damage.
Longbow. Ranged Weapon Attack: +19 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 10) piercing damage plus 45 (10d8) fire damage. This attack ignores resistance and immunity to fire damage.
Fire Breath (Recharge 5–6). War exhales fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. This Breath ignores resistance and immunity to fire damage.
Healing Touch (4/Day). War touches another creature. The target magically regains 46 (8d8 + 10) hit points and is freed from any curse, disease, poison, blindness, or deafness.
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 her turn.
Teleport. War magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing Burst (Costs 2 Actions). War emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 27 Dexterity saving throw, taking 14 (4d6) fire damage plus 27 (6d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). War targets one creature she can see within 60 feet of her. If the target can see it, the target must succeed on a DC 27 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Horsemen of War (Recharges after a Short or Long Rest). If War would be reduced to 0 hit points, her current hit point total instead resets to 500 hit points, she recharges her Fire Breath, and she regains any expended uses of Legendary Resistance. Additionally, War can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating War after Horsemen of War activates.
Hurl Through The Fire planes (Costs 2 Actions). War targets a creature within 60ft of her. The creature must succeed on a DC 27 wisdom saving throw or take 44 (8d10) fire damage. Reappearing where they were originally, this action ignores resistance and immunity to fire damage.
War's Flare (Costs 3 Actions). War flares with explosive energy. Each creature of War's choice in a 60-foot-radius sphere centered on her must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 39 (6d12) fire damage. On a successful save, the creature takes half as much damage, this action ignores resistance and immunity to fire damage.
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