Healing (2 action co 15 save) heals 40% of hp
initiative +19
Action Name. Enter the description for your action.
Action Melee Attack. Blade slash:+19to hit ,reach 10 ft 1 target . (6d6+ 12) slashing
spinning slash:+22 to hit reach 20ft any targets in range (5d6+12) slashing
Action Ranged Attack. RangedWeapon Attack: +15to hit, range 20/60 ft., 1 target. Hit: (5d10+ 10) [piercing] damage. Pulls opponent 10 ft forward
Flying Punch 150ft range knocks opponent 40ft backwards 6d6+4 damage bludgeoning +15 to hit
Frightful Presence. Each creature of the tarrasque’s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, 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 tarrasque’s Frightful Presence for the next 24 hours.
Multiattack. can use its Frightful Presence. It then makes five attacks
rage gain advantage on strength and get +40 to melee attacks for 2 actions
Impalement when an enamy attempts to disengage throw your blades of chaos dragging them back into battle
Defensive attack damage reduction of( 1d10 +5)but take (4d6+20) less damage
counter spell
Legendary Resistance (3/fight). If the Ares fails a saving throw, it can choose to succeed instead
Legendary hit (3/fight). If Ares fails a hit, it can choose to succeed instead.
Legendary death save the first time hp hits 0 it gets put to 100
Eruption(2 action cooldown) ares slams his blades into the ground causing an eruption below the feet of up to 5 opponents (7 d8+4)fire dmage) (dex save 20)
summon takes 2 actions
summons 2 chromatic Greatwyrms and 4 young red dragons
Description
Enter a general description for your monster here.
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.