Avatar of War. Ares always goes fist in the initiative order.
Godly Arsenal. Ares weapon attacks are magical.
Godplate. Any critical hit against Ares becomes a normal hit.
Innate Spellcasting. Ares spellcasting ability is Charisma (spell save DC 22, +12 to hit with spell attacks). Ares can innately cast the following, requiring no material components:
At will: detect evil and good, fireball, magic weapon
3/day each: blade barrier, flame strike, raise dead
1/day each: dominate monster, heroes' feast
Legendary Resistance (3/Day). If Ares fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Ares can't be affected or detected by spells of 5th or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical items.S
Multiattack. Ares can use his Barbed Chains. He then makes one Godspear attack and one shield attack, or uses Sear the Flesh.
Godspear. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 10) piercing damage and 14 (4d6) fire damage.
Shield. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) bludgoning damage. In addition, the target must succeed on a DC 26 Strength saving throw or be knocked prone and become stunned until the end of it's next turn.
Barbed Chains. Ares shoots three chains at one, two or three creatures within 60 ft of him. Each creature must make a DC 26 Dexterity saving throw or take 16 (3d10) piercing damage and become chained. Each animated chain is an object with AC 20, 30 hit points, resistance to piercing damage , and immunity to psychic and thunder damage. While chained, a creature's speed is halved, it can't teleport or use the dash action, and it takes an extra 11 (2d10) piercing damage at the start of each of it's turns. The chained creature or another creature within 5 ft of it can spend an action to remove the chaines.
Sear the Flesh (Recharge 5-6). Ares' shield spews fire in a 30 ft cone. Each creature in that area must make a DC 26 Dexterity saving throw , taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
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.
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