Huge Celestial, Chaotic Neutral
AC 25 Adamantine Plate of Unyielding War    Initiative +19 (29)
HP 920 (40d8 + 660)
Speed 50 ft.
Mod Save
STR 30 +10 +19
DEX 20 +5 +14
CON 30 +10 +19
Mod Save
INT 18 +4 +4
WIS 18 +4 +4
CHA 27 +8 +17
Skills Athletics +22, History +22, Intimidation +22
Immunities Bludgeoning, Force, Piercing, Slashing; Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Restrained
Gear Platemail of Unyielding War +3, Axe of Slaughter +3, wallet-picture of Athena
Senses Tremorsense 300, Truesight 300; Passive Perception 22
Languages All
CR 30 (XP 155,000; PB +9)
Traits

Legendary Resistance (2/Day). If Ares fails a saving throw, he can choose to succeed instead. When a creature rolls a critical hit to attack Ares the critical hit is turned into a regular hit, and Ares regains one legendary resistance (to a maximum of 3 total; any extra resistances are lost after 1 hour if they have not been used). 

War's Fury. When Ares takes damage from an attack, he gains 1 stack of War's Fury. For each stack of War's Fury, Ares gains a +1 bonus to his attack rolls and deals an additional 1d6 damage with his weapon attacks. This bonus applies to all his attacks. War's Fury stacks cap at 10. Each time Ares hits with an attack the number of stacks of War's Fury he has reduces by 1. 

  • When Ares is on less than 200 hit points, the additional damage dealt by War's Fury increases to 1d12. 

Bloody Critical. When Ares lands a critical hit he deals three times the damage on the dice, instead of the usual two times damage. When he does this, all remaining stacks of War's Fury and returned to a balance of 0 stacks. 

Unending Conflict. Ares is immune to effects that would reduce his speed or prevent him from moving. He ignores difficult terrain.

Aura of Reckless Rage. All melee attacks made while within 1 mile of Ares are made with advantage. All spell attacks made while within 1 mile of Ares are made with disadvantage. 

Divine Resilience. If Ares does not suffer damage for 1 minute, he regains 4d4 hit points at the start of his turn. If Ares does not suffer damage for 1 hour, he is returned to full health and any and all conditions, curses, and diseases on him are cleansed.

Visage of Impending Death.  Immunity to the frightened condition is nullified while in visual range of Ares. Additionally, any hostile creature that starts its turn within 30 feet of Ares must succeed on a DC20 Wisdom saving throw or be frightened for 1 minute. A creature which succeeds on their save, is immune to this effect for 1 minute. 

Plate of Unyielding War +3.  Ares wears the Plate of Unyielding War, an intricate adamantine full plate mail which smells of blood and rust. In addition to being adamantine plate, which turns critical hits into regular hits, and increases Ares' armour class by +3, it is greased with the blood of the fallen, and +3 to proficiency modifier for 1 minute after rolling initiative. 

Actions

Multiattack. Ares makes three attacks: two with his Axe of Slaughter and one with his Shield of the Battlefield.

Axe of Slaughter (Melee Weapon Attack). +19 to hit, reach 10 ft., one target. Hit: 36 (4d10 + 14) slashing damage plus 27 (6d8) force damage plus additional damage from War's Fury. On a critical hit, the target is also knocked prone if it is a Huge or smaller creature. Attacks made with the Axe of Slaughter are a critical hit when you roll a 19 or 20 on an attack roll. 

Axe of Slaughter (Thrown Weapon Attack). +19 to hit (300/1200)., one target. Hit: 36 (4d10 + 14) slashing damage plus additional damage from War's Fury. On a hit, Ares teleports to an unoccupied location within 10 feet of the target. On a miss, the Axe magically returns to Ares' hand. Attacks made with the Axe of Slaughter are a critical hit when you roll a 19 or 20 on an attack roll. 

Shield of the Battlefield (Melee Weapon Attack). +19 to hit, reach 5 ft., one target. Hit: 27 (3d8 + 14) bludgeoning damage plus additional damage from War's Fury. If the target is a creature of size Huge, or smaller, it must succeed on a DC 23 Strength saving throw or be pushed up to 15 feet away from Ares and knocked prone. 

Bellow of Endless Rage (Recharge 5-6). Ares lets out a terrifying roar. Each creature of his choice within 60 feet that can hear him must succeed on a DC 26 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - 

Bonus Actions

Heavy Stride. Ares walks or jumps up to His movement speed. If He moves his full movement speed as part of this bonus action he deals 22 (4d10)  bludgeoning damage to creatures within 10 feet of his new location. 

Reactions

Ares can use 3 reactions per combat round. His reactions are: 

Retaliatory Strike. When a creature within 10 feet of Ares misses him with a melee attack, Ares can use his reaction to make one Axe of Slaughter attack against that creature.

Empowered by the fallen. When a creature within 120 feet of Ares is reduced to 0 hitpoints, Areas can use his reaction to regain 10d10 hit points. When he does this, the creature automatically fails 2 death saving throws.

Legendary Actions

Ares 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. Ares regains spent legendary actions at the start of his turn.

  • Attack (Costs 1 Action). Ares makes one Axe of Slaughter or Shield of the Battlefield attack.

  • Bloody Surge (Costs 2 Actions). Ares unleashes a burst of his divine fury. Each hostile creature within 15 feet of Ares must succeed on a DC 23 Constitution saving throw or take 10d10 necrotic damage and have their speed reduced to 0 until the end of their next turn. Ares takes 1d10 necrotic damage for each creature damaged by this effect. 

  • Bring the Pain (Costs 3 Actions). Ares calls upon spirits, demons, and devils to fight for him. Ares casts gate, summoning 1 creature of his choice (undead, devil, demon, celestial, abberation, giant, or monstrosity), with a CR of no more than 15, appearing at a location of his choice that he can see.  The creature maintains its usual disposition. 

Description

Enter a general description for your monster here.

Lair and Lair Actions

Ares' presence invites chaos and destruction around him. While he tends to prefer to spend his time amongst ruins and battlefields - old and new - he also draws such conflict to him.  Within 24 hours of residing in a place, the ground within 600 feet of that spot becomes churned earth, littered with broken weapons and the faint scent of blood as if a great battle had occurred there. Within 7 days, the area will be scarred with trenches, craters, and the ghostly echoes of past conflicts. Within 28 days, the distance has expanded to 5 miles, and the heart of the battlefield is a desolate, war-torn landscape, perpetually shrouded in a faint, bloody mist. Matters of great conflict are drawn to Ares' presence, and while he creates desolation wherever he passes its also common for war to break out in his presence. 

Passive Abilities: 

After 28 days has passed and Ares lair has reached is maximum regional impact, when he is in his lair: 

  • Ares is always aware of the precise location of every living creature (excludes undead, and constructs), in his lair, or the region around his lair
  • No creature which enters Ares lair, or its surrounds, is able to leave it, except by travelling to another plane, without his permission, until they kill 5 creatures of a similar, or higher, power level than themselves, or until Ares dies. 

If Ares is in his domain (such as a battlefield, a war-torn ruin, or a place of great conflict), he can take lair actions. On initiative count 20 (losing initiative ties), he can use one of the following lair action options:

  • Echoes of War. Spectral weapons fly through the air. Each creature of Ares's choice within 60 feet must succeed on a DC 23 Dexterity saving throw or take 3d10 magical piercing damage.

  • Ground Zero. The ground within a 20-foot radius of a point Ares can see within 120 feet erupts. The area becomes difficult terrain until initiative count 20 on the next round. Creatures in the area when it erupts must succeed on a DC 23 Strength saving throw or be knocked prone.

  • Mindless Fury. Creatures of Areas choice within 60 feet gain 20 temporary hit points and must immediately use their reaction to move to, and make a melee attack against, the closest creature to them, whether friend or foe.

Previous Versions

Name Date Modified Views Adds Version Actions
5/28/2025 2:02:40 AM
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1
Coming Soon
5/28/2025 11:48:58 AM
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Seravorn

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