| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +14 |
| DEX | 30 | +10 | +19 |
| CON | 20 | +5 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 20 | +5 | +14 |
| WIS | 30 | +10 | +19 |
| CHA | 20 | +5 | +14 |
Divine Resistance. (4/day) War is immune to spells of 4th level or lower. Four times per day War may cancel any spell effect, attack roll, or change a success into a fail. If used War must sacrifice 1d100 HP of the Power of War.
-
Bloody Surge (Costs 2 Resistance). Was unleashes a burst of his divine fury. Each hostile creature within 15 feet of War must succeed on a DC 25 Constitution saving throw or take 10d10 necrotic damage and have their speed reduced to 0 until the end of their next turn. War takes 1d10 necrotic damage for each creature damaged by this effect.. If damage is takken the creatures must make a DC 25 Wisdom save or be under the effects of Crown of Madness
Divine awareness. War has two reactions per round.
Speed is War. War has two turns per round of combat.
Divine Potency. If War misses an attack the next is a guaranteed critical strike. In addition, All attacks crit on an 18-20.
Divine Glory. (1/Day) At the start of his turn War can choose to reveal his true divine essence and cause all space within sight of him to be filled with intense divine light. all creatures that can see War must make a DC 25 wisdom save or take 6d8 [psychic] damage and be stunned until the end of their next turn. If successful still take half damage.
Divine Life. The vessel of War cannot be killed unless the power is destroyed. The power resides at the center of the pyramid of War and gives life, power, and knowledge to the god. This power can only be destroyed by an artifact that consumes weave (deals true damage). If the vessel is destroyed they will reform in the center of the power at full strength after 2d4 rounds of combat.
Boots of force. The air under his feet solidifies so War can stand on air, essentially giving him a flying speed equal to his walking speed.
Attack. War makes 3 unarmed strikes.
Unarmed strike. Melee Weapon Attack: +20 to hit, reach 10 ft., 1 target. Hit: 23 (1d20 + 13) [Force] damage plus 12 (4d6) [Necrotic] damage. War heals an amount equal to the necrotic damage delt.
Ground Zero. The ground within a 20-foot radius of a point War 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 25 Strength saving throw or be knocked prone and take 10d10 bludgeoning damage.
Grapple. As part of an unarmed strike War can force a creature up to one size larger then him to make a DC 25 strength or dexterity save or be grappled.
Dance of War. War swaps places with one other creature and makes 1 unarmed strike.
Cunning action. War can disengage or dash as a bonus action.
Patient Defense. Until his next action all attacks have disadvantage.
Deflect attacks. Reduce incoming damage by 2d12+20. If reduced to zero make an attack (either ranged or melee) dealing 2d12+20 of the same type of damage.
Retaliatory Strike. When a creature within 10 feet of War misses him with a melee attack, War can use his reaction to make an unarmed strike
Empowered by the fallen. When a creature within 120 feet of War is reduced to 0 hitpoints, War can use his reaction to regain 1d100 hit points. When he does this, the creature automatically fails 2 death saving throws.
War has 3 legendary actions per round of combat.
Flurry of blows (Costs 1 Action). War moves up to 30 ft and makes 3 unarmed strikes.
Wholeness of body (Costs 1 Action). War ends all active conditions effecting him and heals 2d12+15.
Quivering palm (Costs 2 Actions). Start imperceptible vibrations, which lasts for 17 days. The vibrations are harmless unless you take an action to end them (you and the target must be on the same plane of existence), or when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. When you end the vibrations, the target must make a DC 25 Con. saving throw, taking 10d12 Force damage on a failed save, or half as much on a successful one.
After reaching 425 Hit points War gains access to his Bloody surge ability and attacks 4 times per turn. At this time he is under the effects of the spell foresight
If reduced to 0 hit points War is reborn in the center of his power after 2d4 rounds of combat at full power.
Description
Raise is the god of war in the world of Hathenia. Like all gods in Hathenia, War is made up of a vessel and a power. This is the stat block for the vessel. The vessel can be destroyed but will be reborn at full strength in the center of their power 2d4 rounds of combat later.
Comments