Large Celestial, Chaotic Evil
Armor Class 35 Natural
Hit Points 1100 (40d20 + 700)
Speed 300 ft., Fly 750 ft.
STR
30 (+10)
DEX
21 (+5)
CON
30 (+10)
INT
21 (+5)
WIS
22 (+6)
CHA
27 (+8)
Saving Throws STR +19, DEX +14, CON +19, INT +14, WIS +15, CHA +17
Skills Acrobatics +25, Deception +30, Intimidation +35, Perception +35, Stealth +100
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Bludgeoning, Piercing, and Slashing from Metal Weapons
Senses Truesight, Passive Perception 30
Languages All
Challenge 29 (135,000 XP)
Proficiency Bonus +9
Traits

Healing (2 action co 15 save) heals 40% of hp 

initiative +19

Actions

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.

Bonus Actions

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 

 

Reactions

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 Actions

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)

 

Mythic Actions

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.

Habitat: Desert

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