Legendary Resistance (5/Day). If the aspect fails a saving throw, it can choose to succeed instead.
Vigor of Conquest. If the aspect is reduced to 0 HP, it's hit points reset to 750 HP, it regains any expended legendary resistances, it gains a fly speed of 60 ft. and access to the Mythic actions for 1 hour.
Magic Resistance. The aspect has advantage on saving throws against spells and other magical effects.
Reflective Hide. Any time the aspect is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the aspect is unaffected. On a 6, the aspect is unaffected, and the effect is reflected back at the caster as though it originated from the aspect, turning the caster into the target.
Juggernaut. It is immune to any spell or effect that would alter its form or reduce its movement, ignores difficult terrain, and may not be banished. It may not be confined by spells such as magic circle but is susceptible to imprisonment and wish. It completes a long rest while traveling its speed provided that it takes no actions other than disengage or dodge for 4 continuous hours.
Siege Monster. The aspect deals double damage to objects and structures.
Multiattack. The aspect can use its Frightful Presence. It then makes five attacks: one with its bite, two with its gore, one with its stomp, and one with its kick. It can use its Swallow instead of its bite.
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) force damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the aspect can’t bite another target.
Gore. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) radiant damage. When the aspect uses its full movement before making a Gore attack, a hit deals critical damage.
Stomp. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage.
Kick. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) force damage. If the target is a creature, it is knocked prone. This attack has the same effect as disintegrate when used against things made of magical force, such as resilient sphere, or barriers and wall created by spells and magic items such as forcecage and cube of force.
Frightful Presence. Each creature of the aspect’s choice within 120 feet of it and aware of it must succeed on a DC 20 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 aspect 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 aspect's Frightful Presence for the next 24 hours.
Swallow. The aspect makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the aspect, and it takes 56 (16d6) acid damage at the start of each of the aspect's turns.
If the aspect takes 60 damage or more on a single turn from a creature inside it, the aspect must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the aspect. If the aspect dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Charge. The aspect uses the dash action. It makes its next Gore attack with advantage. It can move through the spaces of any large or smaller creatures.
Heavy Breath. When a creature takes the attack action, it exhales a blast of concealing hot steam. The attacking creature has disadvantage on attack rolls until the end of its turn.
The aspect 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. The aspect regains spent legendary actions at the start of its turn.
Attack. The aspect makes one Gore attack or Kick attack.
Move. The aspect uses Charge.
Chomp (Costs 2 Actions). The aspect makes one Bite attack or uses its Swallow.
The aspect can take 3 mythic actions if it has activated its Vigor of Conquest ability, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature’s turn. The aspect regains spent mythic actions at the start of its turn.
Thrash. The aspect makes two Gore or Kick attacks.
Trampling Charge. The aspect uses Charge and immediately makes a Gore attack afterward. Creatures in its path take the damage of a Stomp attack unless they succeed a DC 20 Dexterity saving throw, taking half damage on a success.
Quake (Costs 2 Actions). The aspect roars and thrashes about. Creatures within 60 ft. make a DC 20 Constitution saving throw or are stunned for 1 minute. A stunned creature can remake this saving throw at the end of its turn, ending the condition on a success.
Description
The Aspect of Antimachos may be sent or summoned as an aspect of Iroas, Mogis or Antimachos. The aspect takes the form of massive Nyx-born bull, appearing as though made of the nightsky.
As an agent of the gods, it may be sent to test the mettle of an army's leadership, to decimate military forces of a tyrant, or to punish an army that has become lazy, arrogant, or otherwise disgraceful to the gods of war.
At times, powerful champions of the gods of war have enacted rituals to summon the aspect into the world, to aid in conquest against their enemies. An army blessed in this way has rarely failed to achieve victory.
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