Medium Celestial, Typically Chaotic Evil
Armor Class 30 Aegis
Hit Points 550 (120d4 + 250)
Speed 75 ft., he can dash forward at the cost of one of his attacks to move 25ft freely
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
8 (-1)
WIS
26 (+8)
CHA
8 (-1)
Saving Throws STR +18, DEX +18, CON +18, INT +7, WIS +16, CHA +7
Damage Immunities Bludgeoning damage from falling
Senses Passive Perception 28
Languages Celestial, Common
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Aegis. When Ares is subjected to an effect that allows you to make a saving throw to take only half damage, he instead takes no damage if he succeeded on the saving throw, and only half damage if you fail.

Blood Frenzy. If Ares would be reduced to 0 hit points, his current hit point total instead resets to 300 hit points he also gains: resistance to all non-magical damage. whenever Ares deals damage he heals half of how much he did. He is immune to critical hits. he cannot be frightened or charmed. and hits critical hits always do the maximum amount of damage. 

Magic Weapons. Ares weapon attacks are magical.

Blades of Ares. Ares weapons are constantly shifting and changing and every time he hits, his weapon that he hit with changes into the next down the line (sword-spear-maul etc. and 2 shortsword attacks)

Actions

Multiattack. Ares makes 7 attacks

Longsword. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 33 ( 5d8+ 10) slashing damage and the target must make a dc 23 strength save or be disarmed

Spear. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 31 (6d6+ 10)  piercing damage and the target must make a dc 23 constitution save or be impaled and grappled to his spear, they can make a dc 18 strength check to be pulled off. If the target is still stuck when it changes they take 14 (4d6) slashing damage

Maul. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage and the target must make a dc 23 strength check or be pushed 20ft

Longbow. Ranged Weapon Attack: +18 to hit, reach 120/500 ft., one target. Hit: 28 (4d8 + 10) piercing damage and the target must make a dc23 dexterity save or have their movement speed halved

Flail. Each creature within a 15ft sphere must make a dc 23 dexterity save or take 33 (5d8+10) bludgeoning damage and be knocked prone

Shortsword. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 31 (6d6 + 10) Slashing damage. If Ares has advantage the attack will always crit

Reactions

Parry. When an attacker Ares can see would hit him with a melee attack, he can roll a 2d12 and add the number rolled to his AC against the triggering attack, provided he’s wielding a melee weapon.

Legendary Actions

Ares can take 3 legendary actions

Sickle (costs 1 action). Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 20 ( 4d4+ 10) slashing damage.

Dart (costs 1 action). Ranged Weapon Attack: +18 to hit, reach 20/60 ft., one target. Hit: 20 (4d4 + 10) piercing damage

Greatsword (Costs 3 actions). Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 10) Slashing damage then must make a dc 23 con save or be stunned until the start of his next turn

 

Mythic Actions

If Ares blood frenzy has been activated he can use empowered weapon as a legendary action

Empowered weapon (Costs 2 Actions). Ares can empower one of his weapons for 1 attack. the empowered weapon applies one of the matching effects:
Longsword. Effect, emblaze. If Ares longsword is empowered it emblazes any target Ares hits. they take an additional 14 (4d6) magical fire damage on hit. and at the start of the emblazed enemies turn they take 14 (4d6) magical fire damage. This effect lasts 2 turns
Spear. Effect, warp. If Ares spear is empowered and if the target is grappled they take an additional 14 (4d6) force damage and are teleported up to 30 feet away and stuck in the ground. The dc for escape is now 24 and Ares can recall the spear at any time ending the effect.
Maul. Effect, frost wave. If Ares maul is empowered and if the attack misses the maul slams the ground and creates icicles in a 40ft cone, each creature in the area must make a dc 18 dexterity save or take 14 (4d6) cold damage. This makes the effected area difficult terrain for 1d4+2 turns. 
Longbow. Effect, solar arrow. If Ares Longbow is empowered he gains a +5 to hit and damage. he also does radiant damage and makes the target take a -5 penalty to their next attack roll.
Flail. Effect, Tornado. If Ares flail is empowered he increases the radius to 35ft and every creature that fails the saving throw gets moves 35ft in the air and away from Ares. Ares can also choose to move 35ft flying
Shortsword. Effect, Adrenaline. If Ares shortswords are empowered he can make 1 additional attack per sword with a -8 penalty to hit on every blow
Sickle. Effect, Soul reap. If Ares empowers his sickle it does necrotic damage and heals all the damage it deals upon hit
Sling. Effect, Lightning bolt. If Ares empowers his Sling it does lightning damage and can hit every creature within 60ft long 5ft wide
Greatsword. Effect, execute. If Ares empowers his greatsword he receives a-10 penalty to hit. However if it hits the target is dropped to 0hp

Description

Ares was the ancient Greek god of war or, more properly, the spirit of battle. He represented the distasteful aspects of brutal warfare and slaughter. Ares was never very popular, and his worship was not extensive in Greece.

JzaDragon

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