Circle of Hope and Power. Divine energy radiates from the Aspect of Nike, distorting and diffusing magical energy within 20 feet . Each friendly creature in the area (including the Aspect of Nike) has advantage on saving throws against spells and other magical effects and on death saving throws.
Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.
Legendary Resistance (3/Day). If the Aspect of Nike fails a saving throw, it can choose to succeed instead.
Multiattack. The Aspect of Nike makes two attacks with its spear and a Shield Bash.
Spear Thrust. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 21 (3d6 + 11) piercing damage and 35 lightning damage.
Thrown Spear of Nike. Ranged Weapon Attack: +11 to hit, range 60/180 ft., 1 target. Hit: 21 (3d6 + 11) piercing damage and 35 lightning damage. The Spear of Nike, at will, can reappear in the Aspect's hand.
Shield Bash. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 21 (2d12 + 11) bludgeoning. The target can be pushed in backwards up to 10 ft.
Godly War Cry. The Aspect roars a battle cry direct in a 300 ft cone. Each creature in that area must make a DC 21 Constitution saving throw or on a failed save take 60 (12d10) force damage and be stunned, repeat the saving throw at the end of each creatures turn. On a successful save, take half as much damage and the creature is not stunned.
Angelic Shield (Recharge 5-6). The aspect manifests a host of shield angels around themselves that protect them; the Aspect gains 50 temporary hit points and it and all allies within 10 feet gain +2 AC while within range, until the start of the Aspect's next turn
Angelic Lances (Recharge 6). The aspect conjures four enormous lances of magical force that plummet to the ground at four different points he can see within 150 feet of him and then disappear. Each creature in a 20-foot-radius, 100-foot-high cylinder centered on each point must succeed on a DC 22 Dexterity saving throw or take 24 (7d6) force damage. A creature in the area of more than one lance is affected only once.
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 his turn.
Mass Healing Word (Costs 1 Action). Up to six creatures of the Aspect's choice that they can see within 60 ft. regains 40 Hit Points.
Angelic Wind (Costs 2 Actions). The Aspect of Nike beats its wings cause a strong gust of wind to imminent outward from it. Each creatures within 60 ft. must make a DC20 Dexterity saving throw or take 30 (6d10) force damage, and become knocked prone. The Aspect of Nike can choose to fly up to speed 60 ft.
Description
The Aspect of Nike can only be assumed by her most courageous heroes. Upon immanent death or erasure from existence, a player may expend a use of Divine Intervention to assume the form of the Aspect of Nike. The Aspect of Nike will fight for three rounds, after which a player must succeed a DC 25 Wisdom Saving Throw at the start of their turn or the Aspect of Nike dissipates. Afterwards the character pulses with divine energy, the character turns to ash along with all of their non-player bound possessions.
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